act.comm.c:113: else if (subcmd != SCMD_OOCSAY && ROOM_AFF_FLAGGED(ch->in_room, ROOM_AFF_SILENT)) act.comm.c:123: for (c = world[ch->in_room].people; c; c = c->next_in_room) { act.comm.c:155: if (ch->master) act.comm.c:156: k = ch->master; act.comm.c:280: tch = tch->next; act.comm.c:318: else if (ROOM_AFF_FLAGGED(ch->in_room, ROOM_AFF_SILENT)) act.comm.c:440: if (AFF_FLAGGED(ch, AFF_CHARM) && !ch->desc) act.comm.c:451: if (atoi(com_msgs[subcmd][4]) == 0 && ROOM_AFF_FLAGGED(ch->in_room, ROOM_AFF_SILENT)) { act.comm.c:529: if (STATE(i) == CON_PLAYING && i != ch->desc && i->character && (!channels[subcmd] || !PRF_FLAGGED(i->character, channels[subcmd])) && !PLR_FLAGGED(i->character, PLR_WRITING)) { act.comm.c:531: if (atoi(com_msgs[subcmd][4]) == 0 && distance(X_COORD(ch->in_room), Y_COORD(ch->in_room), X_COORD(i->character->in_room), Y_COORD(i->character->in_room)) > distance(0, 0, 50, 0)) act.comm.c:567: if (STATE(i) != CON_PLAYING || i == ch->desc || !i->character || PLR_FLAGGED(i->character, PLR_WRITING)) act.god.c:292: obj_to_room(obj, ch->in_room); act.god.c:325: if (world[ch->in_room].spare == GET_IDNUM(god)) { act.god.c:326: if (CLOSED_MONUMENT_TYPE(ch->in_room) == MONUMENT_C_SHRINE) act.god.c:328: else if (CLOSED_MONUMENT_TYPE(ch->in_room) == MONUMENT_C_TEMPLE_UL) act.god.c:330: else if (CLOSED_MONUMENT_TYPE(ch->in_room) == MONUMENT_C_HIGHTEMPLE_UC) act.god.c:372: if (ch->in_room == god->in_room && ch != god) act.god.c:434: if (!ch->carrying && (!world[ch->in_room].contents || !CAN_USE_ROOM(ch, ch->in_room, 0))) act.god.c:437: for (obj = ch->carrying; obj; obj = next_obj) { act.god.c:441: for (obj = world[ch->in_room].contents; obj; obj = next_obj) { act.god.c:444: if (!CAN_USE_ROOM(ch, ch->in_room, 0)) act.god.c:459: if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) act.god.c:460: if (!CAN_USE_ROOM(ch, ch->in_room, 0) || !(obj = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents))) act.god.c:465: if (!next_obj && CAN_USE_ROOM(ch, ch->in_room, 0) && obj->in_room == NOWHERE) act.god.c:466: next_obj = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents); act.god.c:472: if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying)) && (!CAN_USE_ROOM(ch, ch->in_room, 0) || !(obj = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents)))) act.immortal.c:251: original_loc = ch->in_room; act.immortal.c:257: if (ch->in_room == location) { act.immortal.c:285: for (t = world[ch->in_room].people; t; t = t->next_in_room) act.immortal.c:300: for (t = world[ch->in_room].people; t; t = t->next_in_room) act.immortal.c:310: room_rnum to_room = ch->in_room; act.immortal.c:316: to_room = ch->in_room; act.immortal.c:378:/* Displays the vital statistics of ch->in_room to ch */ act.immortal.c:385: Room rm = &world[ch->in_room]; act.immortal.c:395: msg_to_char(ch, "Zone: [%3d], VNum: [&2%5d&0], RNum: [%5d], Type: &6%s&0\r\n", zone_table[rm->zone].number, rm->number, ch->in_room, buf2); act.immortal.c:397: if (real_empire(world[HOME_ROOM(ch->in_room)].owner) != NOTHING) act.immortal.c:398: if (real_empire(world[HOME_ROOM(ch->in_room)].owner)) act.immortal.c:399: msg_to_char(ch, "Owner: %s%s&0.\r\n", empire[real_empire(world[HOME_ROOM(ch->in_room)].owner)].banner, empire[real_empire(world[HOME_ROOM(ch->in_room)].owner)].name); act.immortal.c:401: if (SECT(ch->in_room) == SECT_MOUNTAIN || BUILDING_TYPE(ch->in_room) == BUILDING_MINE) { act.immortal.c:402: if (world[ch->in_room].type2 == 0) act.immortal.c:405: msg_to_char(ch, "Mineral: %s, Amount remaining: %d\r\n", world[ch->in_room].type2 == ITEM_MAT_SILVER ? "silver" : "iron", world[ch->in_room].spare); act.immortal.c:885: if ((obj = get_object_in_equip_vis(ch, buf1, ch->equipment, &tmp)) != NULL) act.immortal.c:887: else if ((obj = get_obj_in_list_vis(ch, buf1, ch->carrying)) != NULL) act.immortal.c:891: else if ((obj = get_obj_in_list_vis(ch, buf1, world[ch->in_room].contents)) != NULL) act.immortal.c:905: if (!ch->desc->snooping) act.immortal.c:909: ch->desc->snooping->snoop_by = NULL; act.immortal.c:910: ch->desc->snooping = NULL; act.immortal.c:918: if (!ch->desc) act.immortal.c:933: else if (victim->desc->snooping == ch->desc) act.immortal.c:947: if (ch->desc->snooping) act.immortal.c:948: ch->desc->snooping->snoop_by = NULL; act.immortal.c:950: ch->desc->snooping = victim->desc; act.immortal.c:951: victim->desc->snoop_by = ch->desc; act.immortal.c:961: if (ch->desc->original) act.immortal.c:976: ch->desc->character = victim; act.immortal.c:977: ch->desc->original = ch; act.immortal.c:979: victim->desc = ch->desc; act.immortal.c:980: ch->desc = NULL; act.immortal.c:986: if (ch->desc && ch->desc->original) { act.immortal.c:999: if (ch->desc->original->desc) { act.immortal.c:1000: ch->desc->original->desc->character = NULL; act.immortal.c:1001: STATE(ch->desc->original->desc) = CON_DISCONNECT; act.immortal.c:1005: ch->desc->character = ch->desc->original; act.immortal.c:1006: ch->desc->original = NULL; act.immortal.c:1009: ch->desc->character->desc = ch->desc; act.immortal.c:1010: ch->desc = NULL; act.immortal.c:1037: char_to_room(mob, ch->in_room); act.immortal.c:1052: obj_to_room(obj, ch->in_room); act.immortal.c:1127: else if ((obj = get_obj_in_list_vis(ch, buf, world[ch->in_room].contents)) != NULL) { act.immortal.c:1140: send_to_room("The world seems a little cleaner.\r\n", ch->in_room); act.immortal.c:1142: for (vict = world[ch->in_room].people; vict; vict = next_v) { act.immortal.c:1148: while (world[ch->in_room].contents) act.immortal.c:1149: extract_obj(world[ch->in_room].contents); act.immortal.c:1326: for (tch = world[ch->in_room].people; tch; tch = tch->next_in_room) { act.immortal.c:1592: for (vict = world[ch->in_room].people; vict; vict = next_force) { act.immortal.c:3018: if (ch->desc == NULL) { act.immortal.c:3061: case 0: ch->desc->str = &motd; break; act.immortal.c:3062: case 1: ch->desc->str = &imotd; break; act.immortal.c:3063: case 2: ch->desc->str = &info; break; act.immortal.c:3072: ch->desc->backstr = NULL; act.immortal.c:3075: ch->desc->backstr = str_dup(fields[l].buffer); act.immortal.c:3077: ch->desc->max_str = fields[l].size; act.immortal.c:3078: ch->desc->mail_to = 0; act.immortal.c:3079: ch->desc->storage = str_dup(fields[l].filename); act.immortal.c:3082: STATE(ch->desc) = CON_TEDIT; act.immortal.c:3332: page_string(ch->desc, buf2, 1); act.informative.c:45: att[0] = ch->real_abils.strength; act.informative.c:46: att[1] = ch->real_abils.charisma; act.informative.c:47: att[2] = ch->real_abils.perception; act.informative.c:48: att[3] = ch->real_abils.dexterity; act.informative.c:49: att[4] = ch->real_abils.manipulation; act.informative.c:50: att[5] = ch->real_abils.intelligence; act.informative.c:51: att[6] = ch->real_abils.stamina; act.informative.c:52: att[7] = ch->real_abils.appearance; act.informative.c:53: att[8] = ch->real_abils.wits; act.informative.c:56: att[0] = ch->aff_abils.strength; act.informative.c:57: att[1] = ch->aff_abils.charisma; act.informative.c:58: att[2] = ch->aff_abils.perception; act.informative.c:59: att[3] = ch->aff_abils.dexterity; act.informative.c:60: att[4] = ch->aff_abils.manipulation; act.informative.c:61: att[5] = ch->aff_abils.intelligence; act.informative.c:62: att[6] = ch->aff_abils.stamina; act.informative.c:63: att[7] = ch->aff_abils.appearance; act.informative.c:64: att[8] = ch->aff_abils.wits; act.informative.c:225: page_string(ch->desc, obj->action_description ? obj->action_description : "It's blank.\r\n", 1); act.informative.c:232: page_string(ch->desc, buf, TRUE); act.informative.c:319: if (!ch->desc) act.informative.c:706: else if (!CAN_SEE_IN_DARK_ROOM(ch, ch->in_room) && HAS_INFRA(i) && !NOCTURNE_DARK(ch->in_room)) { act.informative.c:739: room = ch->in_room; act.informative.c:786: else if (distance(FLAT_X_COORD(ch->in_room), FLAT_Y_COORD(ch->in_room), FLAT_X_COORD(to_room), FLAT_Y_COORD(to_room)) > 2 && ROOM_AFF_FLAGGED(to_room, ROOM_AFF_CHAMELEON_FOREST | ROOM_AFF_CHAMELEON_DESERT | ROOM_AFF_CHAMELEON_MOUNTAIN)) { act.informative.c:1107: if (!ch || !ch->desc) act.informative.c:1115: if (DSC_FLAGGED(ch, DSC_EARTHMELD) && (SECT(ch->in_room) == SECT_BUILDING || SECT(ch->in_room) == SECT_MULTI || SECT(ch->in_room) == SECT_MONUMENT_CLOSED)) { act.informative.c:1205: if ((SECT(ch->in_room) == SECT_BUILDING || SECT(ch->in_room) == SECT_MONUMENT_CLOSED || SECT(ch->in_room) == SECT_MULTI || SECT(ch->in_room) == SECT_INSIDE) && (IS_COMPLETE(ch->in_room) || ALWAYS_CLOSED(ch->in_room))) { act.informative.c:1251: switch(SECT(ch->in_room)) { act.informative.c:1284: to_room = real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1]); act.informative.c:1410: if (!ch->desc) act.informative.c:1439: for (obj = ch->carrying; obj && !found; obj = obj->next_content) { act.informative.c:1456: for (obj = world[ch->in_room].contents; obj && !found; obj = obj->next_content) act.informative.c:1479: if (!ch->desc) act.informative.c:1486: else if (!CAN_SEE_IN_DARK_ROOM(ch, ch->in_room) && (IS_COMPLETE(ch->in_room) || ALWAYS_CLOSED(ch->in_room)) && (SECT(ch->in_room) == SECT_BUILDING || SECT(ch->in_room) == SECT_MONUMENT_CLOSED || SECT(ch->in_room) == SECT_MULTI || SECT(ch->in_room) == SECT_INSIDE)) { act.informative.c:1488: list_char_to_char(world[ch->in_room].people, ch); /* glowing red eyes */ act.informative.c:1550: playing_time = *real_time_passed((time(0) - ch->player.time.logon) + ch->player.time.played, 0); act.informative.c:1831: list_obj_to_char(ch->carrying, ch, 1, TRUE); act.informative.c:1833: if (STORE_BUILDING(ch->in_room) && CAN_USE_ROOM(ch, ch->in_room, 0)) act.informative.c:1898: if (!ch->desc) act.informative.c:1904: page_string(ch->desc, help, 0); act.informative.c:1930: page_string(ch->desc, help_table[mid].entry, 0); act.informative.c:2038: if ((tch->char_specials.timer * SECS_PER_MUD_HOUR / SECS_PER_REAL_MIN) >= 5) act.informative.c:2039: sprintf(buf, "%s (idle: %d)", buf, (tch->char_specials.timer * SECS_PER_MUD_HOUR / SECS_PER_REAL_MIN)); act.informative.c:2123: if ((tch->char_specials.timer * SECS_PER_MUD_HOUR / SECS_PER_REAL_MIN) >= 5) act.informative.c:2124: sprintf(buf, "%s (idle: %d)", buf, (tch->char_specials.timer * SECS_PER_MUD_HOUR / SECS_PER_REAL_MIN)); act.informative.c:2223: page_string(ch->desc, output, 1); act.informative.c:2275: sprintf(idletime, "%3d", ch->char_specials.timer * SECS_PER_MUD_HOUR / SECS_PER_REAL_MIN); act.informative.c:2279: sprintf(line, format, d ? d->desc_num : 0, levelname, (ch && ch->player.name) ? ch->player.name : (d && d->character && d->character->player.name) ? d->character->player.name : "UNDEFINED", state, idletime, timeptr); act.informative.c:2362: for (tch = character_list; tch; tch = tch->next) { act.informative.c:2363: if (IS_NPC(tch) || tch->desc) act.informative.c:2397: case SCMD_CREDITS: page_string(ch->desc, credits, 0); break; act.informative.c:2398: case SCMD_INFO: page_string(ch->desc, info, 0); break; act.informative.c:2399: case SCMD_WIZLIST: page_string(ch->desc, wizlist, 0); break; act.informative.c:2400: case SCMD_GODLIST: page_string(ch->desc, godlist, 0); break; act.informative.c:2401: case SCMD_HANDBOOK: page_string(ch->desc, handbook, 0); break; act.informative.c:2402: case SCMD_POLICIES: page_string(ch->desc, policies, 0); break; act.informative.c:2403: case SCMD_MOTD: page_string(ch->desc, motd, 0); break; act.informative.c:2404: case SCMD_IMOTD: page_string(ch->desc, imotd, 0); break; act.informative.c:2428: if (distance(X_COORD(ch->in_room), Y_COORD(ch->in_room), X_COORD(i->in_room), Y_COORD(i->in_room)) > distance(0, 0, 0, 50)) act.informative.c:2444: if (distance(X_COORD(ch->in_room), Y_COORD(ch->in_room), X_COORD(i->in_room), Y_COORD(i->in_room)) > distance(0, 0, 0, 50)) act.item.c:110: if (!(obj = get_obj_in_list_vis(ch, theobj, ch->carrying))) { act.item.c:127: for (obj = ch->carrying; obj; obj = next_obj) { act.item.c:232: if (!CAN_USE_ROOM(ch, ch->in_room, 0)) act.item.c:234: if (real_empire(world[HOME_ROOM(ch->in_room)].owner) != -1) act.item.c:235: log_to_empire(real_empire(world[HOME_ROOM(ch->in_room)].owner), "Theft attempt at (%d, %d)", X_COORD(ch->in_room), Y_COORD(ch->in_room)); act.item.c:256: if (!(obj = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents))) { act.item.c:275: for (obj = world[ch->in_room].contents; obj; obj = next_obj) { act.item.c:336: for (cont = ch->carrying; cont; cont = cont->next_content) act.item.c:347: for (cont = world[ch->in_room].contents; cont; cont = cont->next_content) act.item.c:383: obj_to_room(obj, ch->in_room); act.item.c:430: else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) { act.item.c:437: if (mode == SCMD_DROP && SECT(ch->in_room) == SECT_INSIDE && ROOM_WEIGHT(ch->in_room) >= room_capacity[(int) world[ch->in_room].type]) { act.item.c:441: if (mode == SCMD_DROP && SECT(ch->in_room) == SECT_MONUMENT_CLOSED && ROOM_WEIGHT(ch->in_room) >= closed_monument_capacity[(int) world[ch->in_room].type]) { act.item.c:445: if (mode == SCMD_DROP && SECT(ch->in_room) == SECT_BUILDING && ROOM_WEIGHT(ch->in_room) >= building_capacity[(int) world[ch->in_room].type]) { act.item.c:446: if (building_capacity[(int) world[ch->in_room].type] == 0) act.item.c:466: if (!ch->carrying) act.item.c:469: for (obj = ch->carrying; obj; obj = next_obj) { act.item.c:471: if (mode == SCMD_DROP && SECT(ch->in_room) == SECT_INSIDE && ROOM_WEIGHT(ch->in_room) >= room_capacity[(int) world[ch->in_room].type]) { act.item.c:475: if (mode == SCMD_DROP && SECT(ch->in_room) == SECT_MONUMENT_CLOSED && ROOM_WEIGHT(ch->in_room) >= closed_monument_capacity[(int) world[ch->in_room].type]) { act.item.c:479: if (mode == SCMD_DROP && SECT(ch->in_room) == SECT_BUILDING && ROOM_WEIGHT(ch->in_room) >= building_capacity[(int) world[ch->in_room].type]) { act.item.c:480: if (building_capacity[(int) world[ch->in_room].type] == 0) act.item.c:495: if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) { act.item.c:501: if (mode == SCMD_DROP && SECT(ch->in_room) == SECT_INSIDE && ROOM_WEIGHT(ch->in_room) >= room_capacity[(int) world[ch->in_room].type]) { act.item.c:505: if (mode == SCMD_DROP && SECT(ch->in_room) == SECT_MONUMENT_CLOSED && ROOM_WEIGHT(ch->in_room) >= closed_monument_capacity[(int) world[ch->in_room].type]) { act.item.c:509: if (mode == SCMD_DROP && SECT(ch->in_room) == SECT_BUILDING && ROOM_WEIGHT(ch->in_room) >= building_capacity[(int) world[ch->in_room].type]) { act.item.c:510: if (building_capacity[(int) world[ch->in_room].type] == 0) act.item.c:521: if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) { act.item.c:525: else if (mode == SCMD_DROP && SECT(ch->in_room) == SECT_INSIDE && ROOM_WEIGHT(ch->in_room) >= room_capacity[(int) world[ch->in_room].type]) act.item.c:527: else if (mode == SCMD_DROP && SECT(ch->in_room) == SECT_MONUMENT_CLOSED && ROOM_WEIGHT(ch->in_room) >= closed_monument_capacity[(int) world[ch->in_room].type]) act.item.c:529: else if (mode == SCMD_DROP && SECT(ch->in_room) == SECT_BUILDING && ROOM_WEIGHT(ch->in_room) >= building_capacity[(int) world[ch->in_room].type]) { act.item.c:530: if (building_capacity[(int) world[ch->in_room].type] == 0) act.item.c:592: else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) { act.item.c:610: if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) { act.item.c:622: if (!ch->carrying) act.item.c:625: for (obj = ch->carrying; obj; obj = next_obj) { act.item.c:665: if (!IS_COMPLETE(ch->in_room)) act.item.c:667: else if (!GET_BUILD_VALUE(ch->in_room)) act.item.c:674: if (!IS_COMPLETE(ch->in_room)) act.item.c:696: GET_BUILD_VALUE(ch->in_room)--; act.item.c:743: if (SECT(ch->in_room) == SECT_RIVER) act.item.c:745: else if (SECT(ch->in_room) == SECT_OASIS) act.item.c:747: else if (SECT(ch->in_room) == SECT_FOUNTAIN) { act.item.c:751: else if (SECT(ch->in_room) == SECT_WELL) { act.item.c:759: if (!(temp = get_obj_in_list_vis(ch, arg, ch->carrying))) { act.item.c:761: if (SECT(ch->in_room) == SECT_RIVER) act.item.c:765: if (SECT(real_shift(ch->in_room, shift_dir[i][0], shift_dir[i][1])) == SECT_RIVER) act.item.c:770: if (SECT(ch->in_room) == SECT_OASIS) act.item.c:772: if ((is_abbrev(arg, "well") || is_abbrev(arg, "water")) && SECT(ch->in_room) == SECT_WELL) act.item.c:775: if ((is_abbrev(arg, "fountain") || is_abbrev(arg, "water")) && SECT(ch->in_room) == SECT_FOUNTAIN) act.item.c:871: if (!(food = get_obj_in_list_vis(ch, arg, ch->carrying))) act.item.c:872: if (!(food = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents))) { act.item.c:931: if (SECT(ch->in_room) == SECT_WELL) { act.item.c:932: if (!IS_COMPLETE(ch->in_room)) { act.item.c:936: if (GET_BUILD_VALUE(ch->in_room) <= 0) { act.item.c:942: GET_BUILD_VALUE(ch->in_room) -= 1; act.item.c:944: else if (SECT(ch->in_room) == SECT_FOUNTAIN) { act.item.c:945: if (!IS_COMPLETE(ch->in_room)) { act.item.c:952: else if (SECT(ch->in_room) == SECT_OASIS) { act.item.c:1003: if (!(from_obj = get_obj_in_list_vis(ch, arg1, ch->carrying))) { act.item.c:1017: if (!(to_obj = get_obj_in_list_vis(ch, arg1, ch->carrying))) { act.item.c:1029: if (is_abbrev(arg2, "fountain") && SECT(ch->in_room) == SECT_FOUNTAIN) { act.item.c:1033: if (is_abbrev(arg2, "well") && SECT(ch->in_room) == SECT_WELL) { act.item.c:1038: if (SECT(ch->in_room) == SECT_OASIS) { act.item.c:1044: if (SECT(ch->in_room) == SECT_RIVER) { act.item.c:1050: if (SECT(real_shift(ch->in_room, shift_dir[i][0], shift_dir[i][1])) == SECT_RIVER) { act.item.c:1078: if (GET_OBJ_VAL(from_obj, 2) == LIQ_WATER && SECT(ch->in_room) == SECT_TRENCH && GET_BUILD_VALUE(ch->in_room) >= 0) { act.item.c:1079: GET_BUILD_VALUE(ch->in_room) += GET_OBJ_VAL(from_obj, 1); act.item.c:1080: if (GET_BUILD_VALUE(ch->in_room) >= 2000) act.item.c:1081: fill_trench(ch->in_room); act.item.c:1089: if (!(to_obj = get_obj_in_list_vis(ch, arg2, ch->carrying))) { act.item.c:1376: for (obj = ch->carrying; obj; obj = next_obj) { act.item.c:1391: if (!(obj = get_obj_in_list_vis(ch, arg1, ch->carrying))) { act.item.c:1406: if (!(obj = get_obj_in_list_vis(ch, arg1, ch->carrying))) { act.item.c:1427: else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) { act.item.c:1452: else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) { act.item.c:1621: for (board = world[ch->in_room].contents; board; board = board->next_content) act.item.c:1624: if (board && ch->desc) { act.item.c:1669: if (!get_object_in_equip_vis(ch, arg, ch->equipment, &i)) { act.item.c:1883: if (BUILDING_TYPE(ch->in_room) != storage_data[i].building_type && ROOM_TYPE(ch->in_room) != storage_data[i].room_type) act.item.c:1904: if (!IS_COMPLETE(ch->in_room)) { act.item.c:1934: if (!ch->carrying) { act.item.c:1938: for (obj = ch->carrying; obj; obj = next_obj) { act.item.c:1943: if (BUILDING_TYPE(ch->in_room) != storage_data[i].building_type && ROOM_TYPE(ch->in_room) != storage_data[i].room_type) act.item.c:1972: if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) { act.item.c:1981: if (BUILDING_TYPE(ch->in_room) != storage_data[i].building_type && ROOM_TYPE(ch->in_room) != storage_data[i].room_type) act.item.c:2023: if (!STORE_BUILDING(ch->in_room)) { act.item.c:2027: if (!IS_COMPLETE(ch->in_room)) { act.item.c:2035: if (!CAN_USE_ROOM(ch, ch->in_room, 0)) { act.item.c:2059: if (BUILDING_TYPE(ch->in_room) != storage_data[i].building_type && ROOM_TYPE(ch->in_room) != storage_data[i].room_type) act.item.c:2087: if (BUILDING_TYPE(ch->in_room) != storage_data[i].building_type && ROOM_TYPE(ch->in_room) != storage_data[i].room_type) act.item.c:2214: for (flint = ch->carrying; flint; flint = flint->next_content) act.item.c:2222: else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying)) && !(obj = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents))) act.movement.c:50: for (obj = ch->carrying; obj; obj = obj->next_content) act.movement.c:57: if (!PLR_FLAGGED(ch, PLR_UNRESTRICT) && WATER_SECT(ch->in_room)) act.movement.c:62: if (!PLR_FLAGGED(ch, PLR_UNRESTRICT) && (SECT(to_room) == SECT_BUILDING || SECT(to_room) == SECT_MONUMENT_CLOSED || SECT(to_room) == SECT_MULTI) && SECT(ch->in_room) != SECT_INSIDE && world[to_room].building_entrance != dir && (IS_COMPLETE(to_room) || ALWAYS_CLOSED(to_room)) && ((BUILDING_TYPE(to_room) != BUILDING_DOCKS && BUILDING_TYPE(to_room) != BUILDING_SHIPYARD && BUILDING_TYPE(to_room) != BUILDING_TUNNEL && BUILDING_TYPE(to_room) != BUILDING_TUNNEL2 && BUILDING_TYPE(to_room) != BUILDING_GATEHOUSE && BUILDING_TYPE(to_room) != BUILDING_SHIPYARD2 && BUILDING_TYPE(to_room) != BUILDING_GATEHOUSE) || world[to_room].building_entrance != rev_dir[dir])) { act.movement.c:66: if (!PLR_FLAGGED(ch, PLR_UNRESTRICT) && SECT(ch->in_room) != SECT_INSIDE && (SECT(to_room) == SECT_BUILDING || SECT(to_room) == SECT_MULTI) && !CAN_USE_ROOM(ch, to_room, 0) && (IS_COMPLETE(to_room) || ALWAYS_CLOSED(to_room)) && !need_specials_check) { act.movement.c:87: if (GET_RIDING(ch) && ((SECT(to_room) == SECT_TRENCH && SECT(ch->in_room) != SECT_TRENCH) || (SECT(to_room) != SECT_TRENCH && SECT(ch->in_room) == SECT_TRENCH))) { act.movement.c:120: if (animal && animal->in_room != ch->in_room) act.movement.c:133: for (c = world[ch->in_room].people; c; c = c->next_in_room) act.movement.c:151: if (AFF_FLAGGED(ch, AFF_CHARM) && ch->master && ch->in_room == ch->master->in_room) { act.movement.c:174: if (mode != MOVE_EARTHMELD && !REAL_NPC(ch) && !PLR_FLAGGED(ch, PLR_UNRESTRICT) && SECT(ch->in_room) == SECT_BARRIER && IS_COMPLETE(ch->in_room) && dir != rev_dir[GET_LAST_DIR(ch)] && !AFF_FLAGGED(ch, AFF_FLY) && (!GET_RIDING(ch) || !MOB_FLAGGED(GET_RIDING(ch), MOB_FLYING))) { act.movement.c:192: need_movement = (movement_loss[SECT(ch->in_room)] + movement_loss[SECT(to_room)]) / 2; act.movement.c:203: if (need_specials_check && ch->master) act.movement.c:258: switch(SECT(ch->in_room)) { act.movement.c:267: if (!ROOM_AFF_FLAGGED(ch->in_room, ROOM_AFF_SILENT) || number(0, 4)) act.movement.c:268: act(buf2, TRUE, ch, cart, (mode == MOVE_LEAD ? GET_LED_BY(ch) : ch->master), TO_ROOM); act.movement.c:271: was_in = ch->in_room; act.movement.c:295: act("$N follows $m in.", TRUE, ch->master, 0, ch, TO_NOTVICT); act.movement.c:296: act("$n follows you in.", TRUE, ch, 0, ch->master, TO_VICT); act.movement.c:309: switch(SECT(ch->in_room)) { act.movement.c:316: if (!ROOM_AFF_FLAGGED(ch->in_room, ROOM_AFF_SILENT) || number(0, 4)) act.movement.c:322: if (ch->desc != NULL) act.movement.c:332: room_rnum was_in, to_room = ch->in_room; act.movement.c:338: if ((PLR_FLAGGED(ch, PLR_UNRESTRICT) && SECT(ch->in_room) != SECT_INSIDE) || (SECT(ch->in_room) != SECT_BUILDING && SECT(ch->in_room) != SECT_MONUMENT_CLOSED && SECT(ch->in_room) != SECT_MULTI && SECT(ch->in_room) != SECT_INSIDE) || !(IS_COMPLETE(ch->in_room) || ALWAYS_CLOSED(ch->in_room))) { act.movement.c:343: to_room = real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1]); act.movement.c:354: was_in = ch->in_room; act.movement.c:362: for (k = ch->followers; k; k = next) { act.movement.c:495: if (back->to_room != ch->in_room) act.movement.c:498: OPEN_DOOR(ch->in_room, obj, door); act.movement.c:609: else if (!(chair = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents))) act.movement.c:774: if (ch->master == leader) { act.movement.c:778: if ((AFF_FLAGGED(ch, AFF_CHARM) || DSC_FLAGGED(ch, DSC_ENTRANCEMENT)) && (ch->master)) act.movement.c:779: act("But you only feel like following $N!", FALSE, ch, 0, ch->master, TO_CHAR); act.movement.c:782: if (!ch->master) { act.movement.c:793: if (ch->master) act.movement.c:904: room_rnum was_in = ch->in_room; act.movement.c:915: for (k = ch->followers; k; k = k->next) { act.movement.c:927: if (SECT(ch->in_room) != SECT_TOWER_OF_SOULS) act.movement.c:943: else if (ROOM_TYPE(ch->in_room) != RTYPE_BATHS && BUILDING_TYPE(ch->in_room) != BUILDING_BATHS && SECT(ch->in_room) != SECT_RIVER) act.movement.c:945: else if (!IS_COMPLETE(ch->in_room)) act.movement.c:951: GET_ACTION_ROOM(ch) = ch->in_room; act.other.c:83: page_string(ch->desc, AFK_MSGS(ch), 1); act.other.c:153: if (IS_NPC(ch) || !ch->desc) act.other.c:188: if (d == ch->desc) act.other.c:204: if (IS_NPC(ch) || !ch->desc) act.other.c:276: k = (ch->master ? ch->master : ch); act.other.c:303: if (ch->master) { act.other.c:310: for (found = 0, f = ch->followers; f; f = f->next) act.other.c:342: if (ch->master || !(AFF_FLAGGED(ch, AFF_PARTY))) { act.other.c:347: for (f = ch->followers; f; f = next_fol) { act.other.c:365: if (tch->master != ch) { act.other.c:399: k = (ch->master ? ch->master : ch); act.other.c:566: if (!(obj1 = get_obj_in_list_vis(ch, arg, ch->carrying))) { act.other.c:571: if (!(obj2 = get_obj_in_list_vis(ch, arg1, ch->carrying))) { act.other.c:696: room_rnum room = HOME_ROOM(ch->in_room); act.other.c:698: for (obj = ch->carrying; obj && !(GET_OBJ_TYPE(obj) == ITEM_DRINKCON && GET_OBJ_VAL(obj, 1)); obj = obj->next_content); act.other.c:700: if (ch->in_room == NOWHERE) act.other.c:702: else if (SECT(ch->in_room) != SECT_BUILDING && SECT(ch->in_room) != SECT_INSIDE) act.other.c:820: BUY_STAT("strength", ch, ch->real_abils.strength, ATTRIBUTE_COST, -1) act.other.c:821: BUY_STAT("dexterity", ch, ch->real_abils.dexterity, ATTRIBUTE_COST, -1) act.other.c:822: BUY_STAT("stamina", ch, ch->real_abils.stamina, ATTRIBUTE_COST, -1) act.other.c:825: BUY_STAT("charisma", ch, ch->real_abils.charisma, ATTRIBUTE_COST, -1) act.other.c:826: BUY_STAT("manipulation", ch, ch->real_abils.manipulation, ATTRIBUTE_COST, -1) act.other.c:827: BUY_STAT("appearance", ch, ch->real_abils.appearance, ATTRIBUTE_COST, -1) act.other.c:830: BUY_STAT("perception", ch, ch->real_abils.perception, ATTRIBUTE_COST, -1) act.other.c:831: BUY_STAT("intelligence", ch, ch->real_abils.intelligence, ATTRIBUTE_COST, -1) act.other.c:832: BUY_STAT("wits", ch, ch->real_abils.wits, ATTRIBUTE_COST, -1) act.other.c:835: BUY_STAT("acting", ch, ch->player_specials->saved.talents[TALENT_ACTING], ABILITY_COST, ABILITY_COST_NEW) act.other.c:836: BUY_STAT("alertness", ch, ch->player_specials->saved.talents[TALENT_ALERTNESS], ABILITY_COST, ABILITY_COST_NEW) act.other.c:837: BUY_STAT("athletics", ch, ch->player_specials->saved.talents[TALENT_ATHLETICS], ABILITY_COST, ABILITY_COST_NEW) act.other.c:838: BUY_STAT("brawl", ch, ch->player_specials->saved.talents[TALENT_BRAWL], ABILITY_COST, ABILITY_COST_NEW) act.other.c:839: BUY_STAT("dodge", ch, ch->player_specials->saved.talents[TALENT_DODGE], ABILITY_COST, ABILITY_COST_NEW) act.other.c:840: BUY_STAT("empathy", ch, ch->player_specials->saved.talents[TALENT_EMPATHY], ABILITY_COST, ABILITY_COST_NEW) act.other.c:841: BUY_STAT("intimidation", ch, ch->player_specials->saved.talents[TALENT_INTIMIDATION], ABILITY_COST, ABILITY_COST_NEW) act.other.c:842: BUY_STAT("larceny", ch, ch->player_specials->saved.talents[TALENT_LARCENY], ABILITY_COST, ABILITY_COST_NEW) act.other.c:843: BUY_STAT("leadership", ch, ch->player_specials->saved.talents[TALENT_LEADERSHIP], ABILITY_COST, ABILITY_COST_NEW) act.other.c:844: BUY_STAT("primal-urge", ch, ch->player_specials->saved.talents[TALENT_PRIMAL_URGE], ABILITY_COST, ABILITY_COST_NEW) act.other.c:845: BUY_STAT("subterfuge", ch, ch->player_specials->saved.talents[TALENT_SUBTERFUGE], ABILITY_COST, ABILITY_COST_NEW) act.other.c:848: BUY_STAT("animal ken", ch, ch->player_specials->saved.skills[SKILL_ANIMAL_KEN], ABILITY_COST, ABILITY_COST_NEW) act.other.c:849: BUY_STAT("archery", ch, ch->player_specials->saved.skills[SKILL_ARCHERY], ABILITY_COST, ABILITY_COST_NEW) act.other.c:850: BUY_STAT("crafts", ch, ch->player_specials->saved.skills[SKILL_CRAFTS], ABILITY_COST, ABILITY_COST_NEW) act.other.c:851: BUY_STAT("etiquette", ch, ch->player_specials->saved.skills[SKILL_ETIQUETTE], ABILITY_COST, ABILITY_COST_NEW) act.other.c:852: BUY_STAT("herbalism", ch, ch->player_specials->saved.skills[SKILL_HERBALISM], ABILITY_COST, ABILITY_COST_NEW) act.other.c:853: BUY_STAT("melee", ch, ch->player_specials->saved.skills[SKILL_MELEE], ABILITY_COST, ABILITY_COST_NEW) act.other.c:854: BUY_STAT("music", ch, ch->player_specials->saved.skills[SKILL_MUSIC], ABILITY_COST, ABILITY_COST_NEW) act.other.c:855: BUY_STAT("performance", ch, ch->player_specials->saved.skills[SKILL_PERFORMANCE], ABILITY_COST, ABILITY_COST_NEW) act.other.c:856: BUY_STAT("ride", ch, ch->player_specials->saved.skills[SKILL_RIDE], ABILITY_COST, ABILITY_COST_NEW) act.other.c:857: BUY_STAT("stealth", ch, ch->player_specials->saved.skills[SKILL_STEALTH], ABILITY_COST, ABILITY_COST_NEW) act.other.c:858: BUY_STAT("survival", ch, ch->player_specials->saved.skills[SKILL_SURVIVAL], ABILITY_COST, ABILITY_COST_NEW) act.other.c:861: BUY_STAT("academics", ch, ch->player_specials->saved.knowledges[KNOWLEDGE_ACADEMICS], ABILITY_COST, ABILITY_COST_NEW) act.other.c:862: BUY_STAT("enigmas", ch, ch->player_specials->saved.knowledges[KNOWLEDGE_ENIGMAS], ABILITY_COST, ABILITY_COST_NEW) act.other.c:863: BUY_STAT("hearth wisdom", ch, ch->player_specials->saved.knowledges[KNOWLEDGE_HEARTH_WISDOM], ABILITY_COST, ABILITY_COST_NEW) act.other.c:864: BUY_STAT("investigation", ch, ch->player_specials->saved.knowledges[KNOWLEDGE_INVESTIGATION], ABILITY_COST, ABILITY_COST_NEW) act.other.c:865: BUY_STAT("law", ch, ch->player_specials->saved.knowledges[KNOWLEDGE_LAW], ABILITY_COST, ABILITY_COST_NEW) act.other.c:866: BUY_STAT("medicine", ch, ch->player_specials->saved.knowledges[KNOWLEDGE_MEDICINE], ABILITY_COST, ABILITY_COST_NEW) act.other.c:867: BUY_STAT("occult", ch, ch->player_specials->saved.knowledges[KNOWLEDGE_OCCULT], ABILITY_COST, ABILITY_COST_NEW) act.other.c:868: BUY_STAT("politics", ch, ch->player_specials->saved.knowledges[KNOWLEDGE_POLITICS], ABILITY_COST, ABILITY_COST_NEW) act.other.c:869: BUY_STAT("science", ch, ch->player_specials->saved.knowledges[KNOWLEDGE_SCIENCE], ABILITY_COST, ABILITY_COST_NEW) act.other.c:870: BUY_STAT("seneschal", ch, ch->player_specials->saved.knowledges[KNOWLEDGE_SENESCHAL], ABILITY_COST, ABILITY_COST_NEW) act.other.c~:83: page_string(ch->desc, AFK_MSGS(ch), 1); act.other.c~:153: if (IS_NPC(ch) || !ch->desc) act.other.c~:188: if (d == ch->desc) act.other.c~:204: if (IS_NPC(ch) || !ch->desc) act.other.c~:276: k = (ch->master ? ch->master : ch); act.other.c~:303: if (ch->master) { act.other.c~:310: for (found = 0, f = ch->followers; f; f = f->next) act.other.c~:342: if (ch->master || !(AFF_FLAGGED(ch, AFF_PARTY))) { act.other.c~:347: for (f = ch->followers; f; f = next_fol) { act.other.c~:365: if (tch->master != ch) { act.other.c~:399: k = (ch->master ? ch->master : ch); act.other.c~:566: if (!(obj1 = get_obj_in_list_vis(ch, arg, ch->carrying))) { act.other.c~:571: if (!(obj2 = get_obj_in_list_vis(ch, arg1, ch->carrying))) { act.other.c~:696: room_rnum room = HOME_ROOM(ch->in_room); act.other.c~:698: for (obj = ch->carrying; obj && !(GET_OBJ_TYPE(obj) == ITEM_DRINKCON && GET_OBJ_VAL(obj, 1)); obj = obj->next_content); act.other.c~:700: if (ch->in_room == NOWHERE) act.other.c~:702: else if (SECT(ch->in_room) != SECT_BUILDING && SECT(ch->in_room) != SECT_INSIDE) act.other.c~:820: BUY_STAT("strength", ch, ch->real_abils.strength, ATTRIBUTE_COST, -1) act.other.c~:821: BUY_STAT("dexterity", ch, ch->real_abils.dexterity, ATTRIBUTE_COST, -1) act.other.c~:822: BUY_STAT("stamina", ch, ch->real_abils.stamina, ATTRIBUTE_COST, -1) act.other.c~:825: BUY_STAT("charisma", ch, ch->real_abils.charisma, ATTRIBUTE_COST, -1) act.other.c~:826: BUY_STAT("manipulation", ch, ch->real_abils.manipulation, ATTRIBUTE_COST, -1) act.other.c~:827: BUY_STAT("appearance", ch, ch->real_abils.appearance, ATTRIBUTE_COST, -1) act.other.c~:830: BUY_STAT("perception", ch, ch->real_abils.perception, ATTRIBUTE_COST, -1) act.other.c~:831: BUY_STAT("intelligence", ch, ch->real_abils.intelligence, ATTRIBUTE_COST, -1) act.other.c~:832: BUY_STAT("wits", ch, ch->real_abils.wits, ATTRIBUTE_COST, -1) act.other.c~:835: BUY_STAT("acting", ch, ch->player_specials->saved.talents[TALENT_ACTING], ABILITY_COST, ABILITY_COST_NEW) act.other.c~:836: BUY_STAT("alertness", ch, ch->player_specials->saved.talents[TALENT_ALERTNESS], ABILITY_COST, ABILITY_COST_NEW) act.other.c~:837: BUY_STAT("athletics", ch, ch->player_specials->saved.talents[TALENT_ATHLETICS], ABILITY_COST, ABILITY_COST_NEW) act.other.c~:838: BUY_STAT("brawl", ch, ch->player_specials->saved.talents[TALENT_BRAWL], ABILITY_COST, ABILITY_COST_NEW) act.other.c~:839: BUY_STAT("dodge", ch, ch->player_specials->saved.talents[TALENT_DODGE], ABILITY_COST, ABILITY_COST_NEW) act.other.c~:840: BUY_STAT("empathy", ch, ch->player_specials->saved.talents[TALENT_EMPATHY], ABILITY_COST, ABILITY_COST_NEW) act.other.c~:841: BUY_STAT("intimidation", ch, ch->player_specials->saved.talents[TALENT_INTIMIDATION], ABILITY_COST, ABILITY_COST_NEW) act.other.c~:842: BUY_STAT("larceny", ch, ch->player_specials->saved.talents[TALENT_LARCENY], ABILITY_COST, ABILITY_COST_NEW) act.other.c~:843: BUY_STAT("leadership", ch, ch->player_specials->saved.talents[TALENT_LEADERSHIP], ABILITY_COST, ABILITY_COST_NEW) act.other.c~:844: BUY_STAT("primal-urge", ch, ch->player_specials->saved.talents[TALENT_PRIMAL_URGE], ABILITY_COST, ABILITY_COST_NEW) act.other.c~:845: BUY_STAT("subterfuge", ch, ch->player_specials->saved.talents[TALENT_SUBTERFUGE], ABILITY_COST, ABILITY_COST_NEW) act.other.c~:848: BUY_STAT("animal ken", ch, ch->player_specials->saved.skills[SKILL_ANIMAL_KEN], ABILITY_COST, ABILITY_COST_NEW) act.other.c~:849: BUY_STAT("archery", ch, ch->player_specials->saved.skills[SKILL_ARCHERY], ABILITY_COST, ABILITY_COST_NEW) act.other.c~:850: BUY_STAT("crafts", ch, ch->player_specials->saved.skills[SKILL_CRAFTS], ABILITY_COST, ABILITY_COST_NEW) act.other.c~:851: BUY_STAT("etiquette", ch, ch->player_specials->saved.skills[SKILL_ETIQUETTE], ABILITY_COST, ABILITY_COST_NEW) act.other.c~:852: BUY_STAT("herbalism", ch, ch->player_specials->saved.skills[SKILL_HERBALISM], ABILITY_COST, ABILITY_COST_NEW) act.other.c~:853: BUY_STAT("melee", ch, ch->player_specials->saved.skills[SKILL_MELEE], ABILITY_COST, ABILITY_COST_NEW) act.other.c~:854: BUY_STAT("music", ch, ch->player_specials->saved.skills[SKILL_MUSIC], ABILITY_COST, ABILITY_COST_NEW) act.other.c~:855: BUY_STAT("performance", ch, ch->player_specials->saved.skills[SKILL_PERFORMANCE], ABILITY_COST, ABILITY_COST_NEW) act.other.c~:856: BUY_STAT("ride", ch, ch->player_specials->saved.skills[SKILL_RIDE], ABILITY_COST, ABILITY_COST_NEW) act.other.c~:857: BUY_STAT("stealth", ch, ch->player_specials->saved.skills[SKILL_STEALTH], ABILITY_COST, ABILITY_COST_NEW) act.other.c~:858: BUY_STAT("survival", ch, ch->player_specials->saved.skills[SKILL_SURVIVAL], ABILITY_COST, ABILITY_COST_NEW) act.other.c~:861: BUY_STAT("academics", ch, ch->player_specials->saved.knowledges[KNOWLEDGE_ACADEMICS], ABILITY_COST, ABILITY_COST_NEW) act.other.c~:862: BUY_STAT("enigmas", ch, ch->player_specials->saved.knowledges[KNOWLEDGE_ENIGMAS], ABILITY_COST, ABILITY_COST_NEW) act.other.c~:863: BUY_STAT("hearth wisdom", ch, ch->player_specials->saved.knowledges[KNOWLEDGE_HEARTH_WISDOM], ABILITY_COST, ABILITY_COST_NEW) act.other.c~:864: BUY_STAT("investigation", ch, ch->player_specials->saved.knowledges[KNOWLEDGE_INVESTIGATION], ABILITY_COST, ABILITY_COST_NEW) act.other.c~:865: BUY_STAT("law", ch, ch->player_specials->saved.knowledges[KNOWLEDGE_LAW], ABILITY_COST, ABILITY_COST_NEW) act.other.c~:866: BUY_STAT("medicine", ch, ch->player_specials->saved.knowledges[KNOWLEDGE_MEDICINE], ABILITY_COST, ABILITY_COST_NEW) act.other.c~:867: BUY_STAT("occult", ch, ch->player_specials->saved.knowledges[KNOWLEDGE_OCCULT], ABILITY_COST, ABILITY_COST_NEW) act.other.c~:868: BUY_STAT("politics", ch, ch->player_specials->saved.knowledges[KNOWLEDGE_POLITICS], ABILITY_COST, ABILITY_COST_NEW) act.other.c~:869: BUY_STAT("science", ch, ch->player_specials->saved.knowledges[KNOWLEDGE_SCIENCE], ABILITY_COST, ABILITY_COST_NEW) act.other.c~:870: BUY_STAT("seneschal", ch, ch->player_specials->saved.knowledges[KNOWLEDGE_SENESCHAL], ABILITY_COST, ABILITY_COST_NEW) act.social.c:352: page_string(ch->desc, buf, 1); boards.c:93: for (obj = world[ch->in_room].contents; obj; obj = obj->next_content) boards.c:136: if (!ch->desc) boards.c:139: for (board = world[ch->in_room].contents; board; board = board->next_content) boards.c:163: if (!ch->desc) boards.c:166: for (board = world[ch->in_room].contents; board; board = board->next_content) boards.c:188: if (!ch->desc) boards.c:191: for (board = world[ch->in_room].contents; board; board = board->next_content) boards.c:249: string_write(ch->desc, &(msg_storage[NEW_MSG_INDEX(board_type).slot_num]), MAX_MESSAGE_LENGTH, board_type + BOARD_MAGIC, NULL); boards.c:260: if (!ch->desc) boards.c:297: page_string(ch->desc, buf, 1); boards.c:370: page_string(ch->desc, buffer, 1); boards.c:648: string_write(ch->desc, &(msg_storage[NEW_MSG_INDEX(board_type).slot_num]), MAX_MESSAGE_LENGTH, board_type + BOARD_MAGIC, NULL); building.c:949: map[0][focus_column] = real_shift(ch->in_room, amount_to_shift[dir][0][build[type].width] * shift_dir[EAST][0], amount_to_shift[dir][0][build[type].width] * shift_dir[EAST][1]); building.c:1033: else if (!IS_COMPLETE(ch->in_room)) { building.c:1034: if (IS_DISMANTLING(ch->in_room)) building.c:1041: GET_ACTION_ROOM(ch) = ch->in_room; building.c:1120: to_room = real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1]); building.c:1149: to_rev = real_shift(ch->in_room, shift_dir[rev_dir[dir]][0], shift_dir[rev_dir[dir]][1]); building.c:1176: while (world[map[j][i]].people && map[j][i] != ch->in_room) building.c:1178: while (world[map[j][i]].contents && map[j][i] != ch->in_room) building.c:1179: obj_to_room(world[map[j][i]].contents, ch->in_room); building.c:1236: if (map[j][i] != ch->in_room) building.c:1237: world[map[j][i]].home_room = world[ch->in_room].number; building.c:1240: if (!build[type].closed || map[j][i] == ch->in_room) building.c:1253: world[ch->in_room].type2 = build[type].type2; building.c:1255: /* ch->in_room is already set up, but we need to give it an exit */ building.c:1257: CREATE(world[ch->in_room].dir_option[dir], struct room_direction_data, 1); building.c:1258: world[ch->in_room].dir_option[dir]->to_room = to_room; building.c:1259: world[ch->in_room].dir_option[dir]->exit_info = 0; building.c:1260: world[ch->in_room].dir_option[dir]->keyword = NULL; building.c:1263: CREATE(world[ch->in_room].dir_option[rev_dir[dir]], struct room_direction_data, 1); building.c:1264: world[ch->in_room].dir_option[rev_dir[dir]]->to_room = to_rev; building.c:1265: world[ch->in_room].dir_option[rev_dir[dir]]->exit_info = 0; building.c:1266: world[ch->in_room].dir_option[rev_dir[dir]]->keyword = NULL; building.c:1270: world[ch->in_room].building_entrance = rev_dir[dir]; building.c:1274: GET_ACTION_ROOM(ch) = ch->in_room; building.c:1284: if (BUILDING_TYPE(ch->in_room) == BUILDING_GUARD_TOWER3 || BUILDING_TYPE(ch->in_room) == BUILDING_SHIPYARD2 || BUILDING_TYPE(ch->in_room) == BUILDING_TUNNEL2) building.c:1286: else if (BUILDING_TYPE(ch->in_room) == BUILDING_GUARD_TOWER || BUILDING_TYPE(ch->in_room) == BUILDING_GUARD_TOWER2) { building.c:1287: if ((BUILDING_TYPE(ch->in_room) == BUILDING_GUARD_TOWER && GET_SCIENCE(ch) < 4) || (BUILDING_TYPE(ch->in_room) == BUILDING_GUARD_TOWER2 && GET_SCIENCE(ch) < 5)) building.c:1289: else if (!CAN_USE_ROOM(ch, ch->in_room, 1)) building.c:1291: else if (!IS_COMPLETE(ch->in_room)) building.c:1297: GET_ACTION_ROOM(ch) = ch->in_room; building.c:1300: if (BUILDING_TYPE(ch->in_room) == BUILDING_GUARD_TOWER) building.c:1301: world[ch->in_room].type = BUILDING_GUARD_TOWER2; building.c:1303: world[ch->in_room].type = BUILDING_GUARD_TOWER3; building.c:1305: world[ch->in_room].res.logs = 4; building.c:1306: world[ch->in_room].res.sticks = 30; building.c:1307: world[ch->in_room].res.rocks = 0; building.c:1308: world[ch->in_room].res.iron = 20 * (1+(BUILDING_TYPE(ch->in_room) == BUILDING_GUARD_TOWER3)); building.c:1314: else if (BUILDING_TYPE(ch->in_room) == BUILDING_SHIPYARD) { building.c:1317: else if (!CAN_USE_ROOM(ch, ch->in_room, 1)) building.c:1319: else if (!IS_COMPLETE(ch->in_room)) building.c:1325: GET_ACTION_ROOM(ch) = ch->in_room; building.c:1328: world[ch->in_room].type = BUILDING_SHIPYARD2; building.c:1330: world[ch->in_room].res.logs = 75; building.c:1331: world[ch->in_room].res.sticks = 0; building.c:1332: world[ch->in_room].res.rocks = 0; building.c:1333: world[ch->in_room].res.iron = 35; building.c:1339: else if (BUILDING_TYPE(ch->in_room) == BUILDING_TUNNEL) { building.c:1342: else if (!CAN_USE_ROOM(ch, ch->in_room, 1)) building.c:1344: else if (!IS_COMPLETE(ch->in_room)) building.c:1350: GET_ACTION_ROOM(ch) = ch->in_room; building.c:1353: world[ch->in_room].type = BUILDING_TUNNEL2; building.c:1355: world[ch->in_room].res.logs = 20; building.c:1356: world[ch->in_room].res.sticks = 0; building.c:1357: world[ch->in_room].res.rocks = 0; building.c:1358: world[ch->in_room].res.iron = 0; building.c:1378: for (c = world[ch->in_room].people; c; c = c->next_in_room) building.c:1388: else if (SECT(ch->in_room) != SECT_FIELD) building.c:1392: else if (!CAN_USE_ROOM(ch, ch->in_room, 1)) building.c:1394: else if (real_empire(world[ch->in_room].owner) != -1 && GET_RANK(ch) < empire[real_empire(world[ch->in_room].owner)].priv[PRIV_HARVEST]) building.c:1398: else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) building.c:1403: SECT(ch->in_room) = SECT_SEEDED; building.c:1404: world[ch->in_room].type = GET_OBJ_VAL(obj, 1); building.c:1406: GET_BUILD_VALUE(ch->in_room) = 120; building.c:1409: GET_ACTION_ROOM(ch) = ch->in_room; building.c:1411: msg_to_char(ch, "You begin planting %s here.\r\n", crops[(int) world[ch->in_room].type]); building.c:1412: sprintf(buf, "$n kneels and begins to plant %s here.", crops[(int) world[ch->in_room].type]); building.c:1591: int dir = -1, type, b, r = HOME_ROOM(ch->in_room); building.c:1614: if ((b = find_building_list_entry(ch->in_room, FIND_BUILD_NORMAL)) == -1) building.c:1624: else if (!CAN_USE_ROOM(ch, ch->in_room, 1)) building.c:1628: else if (!subcmd && SECT(ch->in_room) != SECT_INSIDE && dir != world[ch->in_room].building_entrance) building.c:1629: msg_to_char(ch, "You may only designate %s from here.\r\n", dirs[(int) world[ch->in_room].building_entrance]); building.c:1632: else if (SECT(ch->in_room) != SECT_INSIDE && subcmd) building.c:1636: else if (!subcmd && world[ch->in_room].dir_option[dir] && world[ch->in_room].dir_option[dir]->to_room != NOWHERE) building.c:1648: new = ch->in_room; building.c:1650: if (!world[ch->in_room].dir_option[dir]) building.c:1651: CREATE(world[ch->in_room].dir_option[dir], struct room_direction_data, 1); building.c:1652: world[ch->in_room].dir_option[dir]->to_room = (new = create_room(find_free_vnum())); building.c:1653: world[ch->in_room].dir_option[dir]->exit_info = 0; building.c:1654: world[ch->in_room].dir_option[dir]->keyword = NULL; building.c:1657: world[new].dir_option[rev_dir[dir]]->to_room = ch->in_room; building.c:1665: if (world[ch->in_room].type == RTYPE_STUDY) building.c:1666: for (o = world[ch->in_room].contents; o; o = o->next_content) building.c:1703: for (obj = ch->carrying; obj; obj = obj->next_content) building.c:1713: for (obj = ch->carrying; obj; obj = obj->next_content) building.c:1723: for (obj = ch->carrying; obj; obj = obj->next_content) building.c:1733: for (obj = ch->carrying; obj; obj = obj->next_content) building.c:1758: for (c = world[ch->in_room].people; c; c = c->next_in_room) building.c:1874: obj_to_room(obj, ch->in_room); building.c:1884: for (c = world[ch->in_room].people; c; c = c->next_in_room) building.c:1912: if (IS_DISMANTLING(ch->in_room)) { building.c:1917: GET_ACTION_ROOM(ch) = ch->in_room; building.c:1921: if ((i = find_building_list_entry(ch->in_room, FIND_BUILD_NORMAL)) == -1) { building.c:1926: if (!CAN_USE_ROOM(ch, ch->in_room, 1)) { building.c:1940: if (HOME_ROOM(j) != ch->in_room) building.c:1944: obj_to_room(obj, ch->in_room); building.c:1951: char_to_room(targ, ch->in_room); building.c:1955: if (!IS_COMPLETE(ch->in_room)) { building.c:1956: world[ch->in_room].res.logs = (build[i].logs - world[ch->in_room].res.logs) / 2; building.c:1957: world[ch->in_room].res.sticks = (build[i].sticks - world[ch->in_room].res.sticks) / 2; building.c:1958: world[ch->in_room].res.rocks = (build[i].rocks - world[ch->in_room].res.rocks) / 2; building.c:1959: world[ch->in_room].res.iron = (build[i].iron - world[ch->in_room].res.iron) / 2; building.c:1962: world[ch->in_room].res.logs = build[i].logs / 2; building.c:1963: world[ch->in_room].res.sticks = build[i].sticks / 2; building.c:1964: world[ch->in_room].res.rocks = build[i].rocks / 2; building.c:1965: world[ch->in_room].res.iron = build[i].iron / 2; building.c:1968: IS_DISMANTLING(ch->in_room) = TRUE; building.c:1971: GET_ACTION_ROOM(ch) = ch->in_room; building.c:1975: process_dismantling(ch, ch->in_room); building.c:1984: for (i = 0, obj = ch->carrying; obj; obj = obj->next_content) building.c:1987: for (obj = world[ch->in_room].contents; obj; obj = obj->next_content) building.c:1991: if (!CAN_USE_ROOM(ch, ch->in_room, 1)) building.c:1997: else if (SECT(ch->in_room) == SECT_ROAD && !world[ch->in_room].type) { building.c:2001: obj_to_room(obj, ch->in_room); building.c:2007: if (world[ch->in_room].type2 == 1) building.c:2008: SECT(ch->in_room) = SECT_DESERT; building.c:2010: SECT(ch->in_room) = SECT_FIELD; building.c:2013: else if (SECT(ch->in_room) != SECT_FIELD && SECT(ch->in_room) != SECT_DESERT) building.c:2018: for (i = 20, obj = ch->carrying; obj && i > 0; obj = next_obj) { building.c:2025: for (obj = world[ch->in_room].contents; obj && i > 0; obj = next_obj) { building.c:2034: world[ch->in_room].type = 0; building.c:2035: if (SECT(ch->in_room) == SECT_DESERT) building.c:2036: world[ch->in_room].type2 = 1; building.c:2038: world[ch->in_room].type2 = 0; building.c:2039: SECT(ch->in_room) = SECT_ROAD; comm.c:521: if (!ch->desc) comm.c:532: return (parse_color(str, ch->desc)); comm.c:551: sprintf(i, "%d", world[ch->in_room].number); comm.c:2171: if (ch->desc && messg) comm.c:2172: SEND_TO_Q(messg, ch->desc); comm.c:2186: if (ch->desc) comm.c:2187: SEND_TO_Q(output, ch->desc); comm.c:2359: if (ch && ch->in_room != NOWHERE) comm.c:2360: to = world[ch->in_room].people; db.c:1759: ch->next = character_list; db.c:2035: if (IS_NPC(ch) || !ch->desc || GET_PFILEPOS(ch) < 0) db.c:2040: strncpy(st.host, ch->desc->host, HOST_LENGTH); db.c:2074: if (ch->player_specials == NULL) db.c:2075: CREATE(ch->player_specials, struct player_special_data, 1); db.c:2080: ch->player.short_descr = NULL; db.c:2081: ch->player.long_descr = NULL; db.c:2083: ch->player.title = str_dup(st->title); db.c:2084: if (*ch->player.title == '\0') db.c:2085: ch->player.title = NULL; db.c:2087: ch->player.prompt = str_dup(st->prompt); db.c:2088: if (*ch->player.prompt == '\0') db.c:2089: ch->player.prompt = NULL; db.c:2091: ch->player.poofin = str_dup(st->poofin); db.c:2092: if (*ch->player.poofin == '\0') db.c:2093: ch->player.poofin = NULL; db.c:2095: ch->player.poofout = str_dup(st->poofout); db.c:2096: if (*ch->player.poofout == '\0') db.c:2097: ch->player.poofout = NULL; db.c:2099: ch->player.email = str_dup(st->email); db.c:2100: if (!*ch->player.email) db.c:2101: ch->player.email = NULL; db.c:2103: ch->player.lastname = str_dup(st->lastname); db.c:2104: if (*ch->player.lastname == '\0') db.c:2105: ch->player.lastname = NULL; db.c:2108: strcpy(ch->prev_host, st->host); db.c:2109: ch->prev_logon = st->last_logon; db.c:2111: ch->player.time.birth = st->birth; db.c:2112: ch->player.time.played = st->played; db.c:2113: ch->player.time.logon = time(0); db.c:2115: ch->player.weight = st->weight; db.c:2116: ch->player.height = st->height; db.c:2118: ch->real_abils = st->abilities; db.c:2119: ch->aff_abils = st->abilities; db.c:2120: ch->points = st->points; db.c:2121: ch->char_specials.saved = st->char_specials_saved; db.c:2122: ch->player_specials->saved = st->player_specials_saved; db.c:2125: ch->char_specials.carry_weight = 0; db.c:2126: ch->char_specials.carry_items = 0; db.c:2128: if (ch->player.name == NULL) db.c:2129: CREATE(ch->player.name, char, strlen(st->name) + 1); db.c:2130: strcpy(ch->player.name, st->name); db.c:2131: strcpy(ch->player.passwd, st->pwd); db.c:2168: for (af = ch->affected, i = 0; i < MAX_AFFECT; i++) { db.c:2191: while (ch->affected) db.c:2192: affect_remove(ch, ch->affected); db.c:2197: ch->aff_abils = ch->real_abils; db.c:2199: st->birth = ch->player.time.birth; db.c:2200: st->played = ch->player.time.played; db.c:2201: st->played += (long) (time(0) - ch->player.time.logon); db.c:2204: ch->player.time.played = st->played; db.c:2205: ch->player.time.logon = time(0); db.c:2212: st->abilities = ch->real_abils; db.c:2213: st->points = ch->points; db.c:2214: st->char_specials_saved = ch->char_specials.saved; db.c:2215: st->player_specials_saved = ch->player_specials->saved; db.c:2222: if (ch->player.prompt) db.c:2223: strcpy(st->prompt, ch->player.prompt); db.c:2227: if (ch->player.poofin) db.c:2228: strcpy(st->poofin, ch->player.poofin); db.c:2232: if (ch->player.poofout) db.c:2233: strcpy(st->poofout, ch->player.poofout); db.c:2237: if (ch->player.email) db.c:2238: strcpy(st->email, ch->player.email); db.c:2242: if (ch->player.lastname) db.c:2243: strcpy(st->lastname, ch->player.lastname); db.c:2352: if (ch->player_specials != NULL && ch->player_specials != &dummy_mob) { db.c:2357: free(ch->player_specials); db.c:2371: if (ch->player.title) db.c:2372: free(ch->player.title); db.c:2373: if (ch->player.lastname) db.c:2374: free(ch->player.lastname); db.c:2375: if (ch->player.prompt); db.c:2376: free(ch->player.prompt); db.c:2377: if (ch->player.short_descr) db.c:2378: free(ch->player.short_descr); db.c:2379: if (ch->player.long_descr) db.c:2380: free(ch->player.long_descr); db.c:2384: if (ch->player.name && ch->player.name != mob_proto[i].player.name) db.c:2385: free(ch->player.name); db.c:2386: if (ch->player.title && ch->player.title != mob_proto[i].player.title) db.c:2387: free(ch->player.title); db.c:2388: if (ch->player.short_descr && ch->player.short_descr != mob_proto[i].player.short_descr) db.c:2389: free(ch->player.short_descr); db.c:2390: if (ch->player.long_descr && ch->player.long_descr != mob_proto[i].player.long_descr) db.c:2391: free(ch->player.long_descr); db.c:2392: if (ch->player.prompt && ch->player.prompt != mob_proto[i].player.prompt) db.c:2393: free(ch->player.prompt); db.c:2394: if (ch->player.poofin && ch->player.poofin != mob_proto[i].player.poofin) db.c:2395: free(ch->player.poofin); db.c:2396: if (ch->player.poofout && ch->player.poofout != mob_proto[i].player.poofout) db.c:2397: free(ch->player.poofout); db.c:2398: if (ch->player.email && ch->player.email != mob_proto[i].player.email) db.c:2399: free(ch->player.email); db.c:2401: while (ch->affected) db.c:2402: affect_remove(ch, ch->affected); db.c:2404: if (ch->desc) db.c:2405: ch->desc->character = NULL; db.c:2466: ch->followers = NULL; db.c:2467: ch->master = NULL; db.c:2468: ch->in_room = NOWHERE; db.c:2469: ch->carrying = NULL; db.c:2470: ch->next = NULL; db.c:2471: ch->next_fighting = NULL; db.c:2472: ch->next_in_room = NULL; db.c:2475: ch->char_specials.position = POS_STANDING; db.c:2476: ch->char_specials.carry_weight = 0; db.c:2477: ch->char_specials.carry_items = 0; db.c:2490: ch->in_room = NOWHERE; db.c:2517: if (ch->player_specials == NULL) db.c:2518: CREATE(ch->player_specials, struct player_special_data, 1); db.c:2527: ch->real_abils.strength = att_max(ch); db.c:2528: ch->real_abils.dexterity = att_max(ch); db.c:2529: ch->real_abils.stamina = att_max(ch); db.c:2531: ch->real_abils.charisma = att_max(ch); db.c:2532: ch->real_abils.manipulation = att_max(ch); db.c:2533: ch->real_abils.appearance = att_max(ch); db.c:2535: ch->real_abils.perception = att_max(ch); db.c:2536: ch->real_abils.intelligence = att_max(ch); db.c:2537: ch->real_abils.wits = att_max(ch); db.c:2544: ch->points.damage = 0; db.c:2545: ch->points.max_move = 100; db.c:2546: ch->points.move = GET_MAX_MOVE(ch); db.c:2549: ch->player.short_descr = NULL; db.c:2550: ch->player.long_descr = NULL; db.c:2551: ch->player.prompt = NULL; db.c:2552: ch->player.poofin = NULL; db.c:2553: ch->player.poofout = NULL; db.c:2555: ch->player.email = NULL; db.c:2557: ch->player.time.birth = time(0); db.c:2558: ch->player.time.played = 0; db.c:2559: ch->player.time.logon = time(0); db.c:2561: ch->points.blood = GET_MAX_BLOOD(ch); db.c:2562: ch->points.willpower = ch->points.max_willpower; db.c:2569: ch->char_specials.saved.affected_by = 0; empire.c:453: for (ch = character_list; ch; ch = ch->next) empire.c:587: else if (world[ch->in_room].owner == l) empire.c:589: else if (SECT(ch->in_room) == SECT_WASTELAND || SECT(ch->in_room) == SECT_TOWER_OF_SOULS) empire.c:593: else if (world[ch->in_room].owner == -1) empire.c:595: else if (world[ch->in_room].owner) empire.c:597: else if (SECT(ch->in_room) == SECT_OCEAN || SECT(ch->in_room) == SECT_RIVER) empire.c:599: else if (HOME_ROOM(ch->in_room) != ch->in_room) empire.c:601: else if (empire[e].haven != NOWHERE && IS_HAVEN(ch->in_room)) empire.c:607: world[ch->in_room].owner = l; empire.c:609: if (SECT(ch->in_room) == SECT_MULTI || SECT(ch->in_room) == SECT_BUILDING || SECT(ch->in_room) == SECT_MONUMENT_CLOSED) { empire.c:611: if (world[i].home_room == world[ch->in_room].number) empire.c:626: if ((e = real_empire(world[ch->in_room].owner)) != real_empire(GET_LOYALTY(ch))) empire.c:631: if (IS_HAVEN(ch->in_room)) empire.c:634: if (SECT(ch->in_room) == SECT_MULTI || SECT(ch->in_room) == SECT_BUILDING || SECT(ch->in_room) == SECT_MONUMENT_CLOSED) { empire.c:636: if (world[i].home_room == world[ch->in_room].number) empire.c:644: world[ch->in_room].owner = 0; empire.c:676: else if ((*argument ? (rnum = HOME_ROOM(find_target_room(ch, argument))) : (rnum = HOME_ROOM(ch->in_room))) == NOWHERE) empire.c:681: msg_to_char(ch, "You don't even own %s acre.\r\n", rnum == ch->in_room ? "this" : "that"); empire.c:1077: next_ch = ch->next_in_room; empire.c:1088: if (!((m = ch->master) && AFF_FLAGGED(ch, AFF_PARTY) && AFF_FLAGGED(m, AFF_PARTY))) empire.c:1451: page_string(ch->desc, buf1, 1); empire.c:1660: if (world[ch->in_room].home_room != NOWHERE) empire.c:1666: else if (world[ch->in_room].owner == -1 * GET_LOYALTY(ch)) { empire.c:1667: world[ch->in_room].owner = GET_LOYALTY(ch); empire.c:1670: else if (world[ch->in_room].owner == GET_LOYALTY(ch)) { empire.c:1671: world[ch->in_room].owner = -1 * GET_LOYALTY(ch); fight.c:113: playing_time = *real_time_passed((time(0) - ch->player.time.logon) + ch->player.time.played, 0); fight.c:149: if (CAN_USE_ROOM(ch, ch->in_room, 1) && !CAN_USE_ROOM(victim, victim->in_room, 0)) fight.c:252: ch->next_fighting = combat_list; fight.c:268: next_combat_list = ch->next_fighting; fight.c:271: ch->next_fighting = NULL; fight.c:290: corpse->contains = ch->carrying; fight.c:296: if (ch->in_room != NOWHERE) fight.c:300: obj_to_room(o, ch->in_room); fight.c:308: ch->carrying = NULL; fight.c:321: if ((SECT(ch->in_room) == SECT_BUILDING || SECT(ch->in_room) == SECT_MULTI || SECT(ch->in_room) == SECT_MONUMENT_CLOSED || SECT(ch->in_room) == SECT_INSIDE) && (IS_COMPLETE(ch->in_room) || ALWAYS_CLOSED(ch->in_room))) { fight.c:324: send_to_room("Your blood freezes as you hear someone's death cry.\r\n", world[ch->in_room].dir_option[door]->to_room); fight.c:327: send_to_room("Your blood freezes as you hear someone's death cry.\r\n", real_shift(ch->in_room, shift_dir[door][0], shift_dir[door][1])); fight.c:358: while (ch->affected) fight.c:359: affect_remove(ch, ch->affected); fight.c:366: while (ch->carrying) fight.c:367: obj_to_room(ch->carrying, ch->in_room); fight.c:370: obj_to_room(make_corpse(ch), ch->in_room); fight.c:479: if (ch->desc) { fight.c:591: sprintf(output, msg, PERS(ch, ch, 1), buf, X_COORD(ch->in_room), Y_COORD(ch->in_room)); fight.c:594: sprintf(output, msg, PERS(ch, ch, 1), X_COORD(ch->in_room), Y_COORD(ch->in_room)); fight.c:920: if (ch->in_room != victim->in_room) { fight.c:1108: next_combat_list = ch->next_fighting; fight.c:1110: if (FIGHTING(ch) == NULL || ch->in_room != FIGHTING(ch)->in_room) { fight.c:1122: for (vict = world[ch->in_room].people; vict; vict = vict->next_in_room) fight.c:1123: if (AFF_FLAGGED(vict, AFF_PARTY) && ((vict->master ? vict->master : vict) == (ch->master ? ch->master : ch)) && FIGHTING(ch) != vict && !FIGHTING(vict)) { fight.c:1158: if (FIGHTING(ch) && ch->in_room == FIGHTING(ch)->in_room) { fight.c:1179: for (ch = combat_list; ch; ch = ch->next_fighting) fight.c:1180: if (ch->desc && FIGHTING(ch) && FIGHTING(ch)->in_room == ch->in_room) fight.c:1207: for (opponent = world[ch->in_room].people; opponent && (FIGHTING(opponent) != helpee); opponent = opponent->next_in_room); fight.c:1240: else if (AFF_FLAGGED(ch, AFF_CHARM) && (ch->master == vict)) fight.c:1253: if (AFF_FLAGGED(ch, AFF_CHARM) && !IS_NPC(ch->master) && !IS_NPC(vict)) fight.c:1284: else if (AFF_FLAGGED(ch, AFF_CHARM) && ch->master == vict) fight.c:1291: if (AFF_FLAGGED(ch, AFF_CHARM) && !IS_NPC(ch->master) && !IS_NPC(vict)) fight.c:1368: org_room = ch->in_room; fight.c:1370: for (k = ch->followers; k; k = k->next) { fight.c:1398: to_room = real_shift(ch->in_room, shift_dir[attempt][0], shift_dir[attempt][1]); fight.c:1399: if (((SECT(ch->in_room) == SECT_INSIDE || SECT(ch->in_room) == SECT_MULTI || SECT(ch->in_room) == SECT_MONUMENT_CLOSED || SECT(ch->in_room) == SECT_BUILDING) && CAN_GO(ch, attempt)) || (((SECT(to_room) != SECT_MOUNTAIN && SECT(to_room) != SECT_OCEAN && SECT(to_room) != SECT_RIVER) || GET_RIDING(ch)) && SECT(to_room) != SECT_BUILDING && SECT(to_room) != SECT_MULTI)) { fight.c:1430: if (FIGHTING(ch) && ch->in_room == FIGHTING(ch)->in_room) fight.c:1474: if (ch->in_room == vict->in_room) fight.c:1505: for (tmp_ch = world[ch->in_room].people; tmp_ch && (FIGHTING(tmp_ch) != vict); tmp_ch = tmp_ch->next_in_room); fight.c:1552: if (FIGHTING(ch) && ch->in_room == FIGHTING(ch)->in_room) fight.c:1597: else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) fight.c:1601: else if (SECT(ch->in_room) == SECT_INSIDE || SECT(ch->in_room) == SECT_BUILDING || SECT(ch->in_room) == SECT_MONUMENT_CLOSED || SECT(ch->in_room) == SECT_MULTI) { fight.c:1610: if (SECT(real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1])) == SECT_MOUNTAIN) fight.c:1612: else if (SECT(real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1])) == SECT_BUILDING || SECT(real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1])) == SECT_MONUMENT_CLOSED || SECT(real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1])) == SECT_MULTI) { fight.c:1613: if (world[real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1])].building_entrance != dir) fight.c:1616: to_room = real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1]); fight.c:1619: to_room = real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1]); fight.c:1652: for (catapult = world[ch->in_room].contents; catapult; catapult = catapult->next_content) fight.c:1666: else if ((to_room = real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1])) == NOWHERE) fight.c:1670: else if (SECT(ch->in_room) == SECT_FOREST_3 || SECT(ch->in_room) == SECT_FOREST_4) fight.c:1672: else if (SECT(ch->in_room) == SECT_BUILDING || SECT(ch->in_room) == SECT_MULTI || SECT(ch->in_room) == SECT_MONUMENT_CLOSED || SECT(ch->in_room) == SECT_INSIDE) fight.c:1674: else if (SECT(ch->in_room) == SECT_BARRIER) fight.c:1791: else if (!(stake = get_obj_in_list_num(real_object(o_STAKE), ch->carrying))) handler.c:184: ch->player.time.birth -= (mod * SECS_PER_MUD_YEAR); handler.c:232: for (af = ch->affected; af; af = af->next) handler.c:235: ch->aff_abils = ch->real_abils; handler.c:246: for (af = ch->affected; af; af = af->next) handler.c:279: affected_alloc->next = ch->affected; handler.c:280: ch->affected = affected_alloc; handler.c:309: if (ch->affected == NULL) handler.c:313: REMOVE_FROM_LIST(af, ch->affected, next); handler.c:341: for (hjp = ch->affected; hjp; hjp = next) { handler.c:368: for (hjp = ch->affected; hjp; hjp = hjp->next) handler.c:391: for (hjp = ch->affected; !found && hjp; hjp = hjp->next) { handler.c:421: if (ch == NULL || ch->in_room == NOWHERE) { handler.c:434: world[ch->in_room].light--; handler.c:435: for (obj = ch->carrying; obj; obj = obj->next_content) handler.c:437: world[ch->in_room].light--; handler.c:439: REMOVE_FROM_LIST(ch, world[ch->in_room].people, next_in_room); handler.c:440: ch->in_room = NOWHERE; handler.c:441: ch->next_in_room = NULL; handler.c:453: if (ch->in_room != NOWHERE) handler.c:456: ch->next_in_room = world[room].people; handler.c:458: ch->in_room = room; handler.c:463: for (obj = ch->carrying; obj; obj = obj->next_content) handler.c:475: char_to_room(GET_RIDING(ch), ch->in_room); handler.c:496: object->next_content = ch->carrying; handler.c:497: ch->carrying = object; handler.c:503: if (ch->in_room != NOWHERE && OBJ_FLAGGED(object, ITEM_LIGHT)) handler.c:504: world[ch->in_room].light++; handler.c:558: if (ch->in_room != NOWHERE && OBJ_FLAGGED(obj, ITEM_LIGHT)) handler.c:559: world[ch->in_room].light++; handler.c:580: if (ch->in_room != NOWHERE && OBJ_FLAGGED(obj, ITEM_LIGHT)) handler.c:581: world[ch->in_room].light--; handler.c:830: if (!IS_NPC(ch) && !ch->desc) { handler.c:835: if (ch->in_room == NOWHERE) { handler.c:839: if (ch->followers || ch->master) handler.c:843: if (ch->desc) { handler.c:844: if (ch->desc->snooping) { handler.c:845: ch->desc->snooping->snoop_by = NULL; handler.c:846: ch->desc->snooping = NULL; handler.c:848: if (ch->desc->snoop_by) { handler.c:849: SEND_TO_Q("Your victim is no longer among us.\r\n", ch->desc->snoop_by); handler.c:850: ch->desc->snoop_by->snooping = NULL; handler.c:851: ch->desc->snoop_by = NULL; handler.c:855: while (ch->carrying) { handler.c:856: obj = ch->carrying; handler.c:858: obj_to_room(obj, ch->in_room); handler.c:864: obj_to_room(unequip_char(ch, i), ch->in_room); handler.c:880: if (ch->desc && ch->desc->original) handler.c:892: if (!freed && ch->desc != NULL) { handler.c:893: STATE(ch->desc) = CON_MENU; handler.c:895: SEND_TO_Q(MENU, ch->desc); handler.c:917: if (IS_SET(inroom, FIND_CHAR_ROOM) && i->in_room != ch->in_room) handler.c:947: for (i = world[ch->in_room].people; i && j <= number; i = i->next_in_room) handler.c:1012: if ((i = get_obj_in_list_vis(ch, name, ch->carrying)) != NULL) handler.c:1016: if ((i = get_obj_in_list_vis(ch, name, world[ch->in_room].contents)) != NULL) handler.c:1091: if ((*tar_obj = get_obj_in_list_vis(ch, name, ch->carrying)) != NULL) handler.c:1095: if ((*tar_obj = get_obj_in_list_vis(ch, name, world[ch->in_room].contents)) != NULL) interpreter.c:1057: ch->next = character_list; interpreter.c:1389: next_ch = ch->next; interpreter.c:1397: if (ch->desc) interpreter.c:1412: if (ch->in_room != NOWHERE) limits.c:82: if (ROOM_TYPE(ch->in_room) == RTYPE_BEDROOM) limits.c:173: ch->char_specials.timer++; limits.c:175: if ((ch->desc && ch->char_specials.timer > idle_rent_time) || (!ch->desc && ch->char_specials.timer > idle_linkdead_rent_time)) { limits.c:176: if (ch->desc) { limits.c:177: STATE(ch->desc) = CON_DISCONNECT; limits.c:178: ch->desc->character = NULL; limits.c:179: ch->desc = NULL; limits.c:207: if (!ch->desc || FIGHTING(ch) || IS_GOD(ch) || IS_IMMORTAL(ch)) limits.c:214: if (SECT(ch->in_room) == encounters[i].sect && number(1, 100) <= encounters[i].chance) { limits.c:215: char_to_room((mob = read_mobile(encounters[i].vnum, VIRTUAL)), ch->in_room); limits.c:261: for (ch = character_list; ch; ch = ch->next) { limits.c:386: switch (SECT(ch->in_room)) { limits.c:398: if (!IS_COMPLETE(ch->in_room)) limits.c:413: if (IS_VAMPIRE(ch) && !IS_GOD(ch) && !IS_IMMORTAL(ch) && weather_info.sunlight != SUN_DARK && !ROOM_AFF_FLAGGED(ch->in_room, ROOM_AFF_DARK) && dam) mail.c:503: string_write(ch->desc, write, MAX_MAIL_SIZE, recipient, NULL); mobact.c:35: next_ch = ch->next; mobact.c:44: if ((HAS_INFRA(ch) || !IS_DARK(ch->in_room)) && !MOB_FLAGGED(ch, MOB_SENTINEL) && GET_POS(ch) == POS_STANDING && SECT(ch->in_room) != SECT_BUILDING && SECT(ch->in_room) != SECT_MONUMENT_CLOSED && SECT(ch->in_room) != SECT_INSIDE) mobact.c:47: if (IS_SET(MOB_SECTS(ch), (1 << SECT(real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1]))))) mobact.c:52: for (found = FALSE, vict = world[ch->in_room].people; vict && !found; vict = vict->next_in_room) { mobact.c:65: for (obj = world[ch->in_room].contents; obj; obj = obj->next_content) objsave.c:598: if (!Crash_save(ch->carrying, fp, 0)) { objsave.c:602: Crash_restore_weight(ch->carrying); objsave.c:623: Crash_extract_norents(ch->carrying); objsave.c:640: if (!Crash_save(ch->carrying, fp, 0)) { objsave.c:646: Crash_extract_objs(ch->carrying); olc.c:129: if (SECT(ch->in_room) == SECT_INSIDE) olc.c:137: if (SECT(ch->in_room) == SECT_INSIDE || SECT(ch->in_room) == SECT_BUILDING || SECT(ch->in_room) == SECT_MULTI) olc.c:146: SECT(ch->in_room) = terrain_types[i].sect; olc.c:147: world[ch->in_room].type = terrain_types[i].type; olc.c:148: world[ch->in_room].type2 = terrain_types[i].type2; olc.c:149: world[ch->in_room].base_affects = 0; olc.c:150: world[ch->in_room].affects = world[ch->in_room].base_affects; olc.c:152: world[ch->in_room].res.logs = 0; olc.c:153: world[ch->in_room].res.rocks = 0; olc.c:154: world[ch->in_room].res.iron = 0; olc.c:155: world[ch->in_room].res.sticks = 0; olc.c:156: IS_DISMANTLING(ch->in_room) = FALSE; olc.c:158: if (world[ch->in_room].name) { olc.c:159: free(world[ch->in_room].name); olc.c:160: world[ch->in_room].name = NULL; olc.c:163: if (world[ch->in_room].description) { olc.c:164: free(world[ch->in_room].description); olc.c:165: world[ch->in_room].description = NULL; olc.c:168: if (world[ch->in_room].icon) { olc.c:169: free(world[ch->in_room].icon); olc.c:170: world[ch->in_room].icon = NULL; olc.c:180: if (IS_DISMANTLING(ch->in_room)) { olc.c:185: world[ch->in_room].res.logs = 0; olc.c:186: world[ch->in_room].res.rocks = 0; olc.c:187: world[ch->in_room].res.iron = 0; olc.c:188: world[ch->in_room].res.sticks = 0; olc.c:195: if (world[ch->in_room].owner == -1) { olc.c:196: world[ch->in_room].owner = 0; olc.c:200: world[ch->in_room].owner = -1; olc.c:224: if (world[ch->in_room].name) { olc.c:225: free(world[ch->in_room].name); olc.c:226: world[ch->in_room].name = NULL; olc.c:231: world[ch->in_room].name = str_dup(argument); olc.c:258: if (SECT(ch->in_room) == SECT_INSIDE) olc.c:261: if (world[ch->in_room].icon) { olc.c:262: free(world[ch->in_room].icon); olc.c:263: world[ch->in_room].icon = NULL; olc.c:276: world[ch->in_room].icon = str_dup(argument); olc.c:292: else if (SECT(ch->in_room) != SECT_INSIDE) olc.c:298: if (world[r].dir_option[d] && world[r].dir_option[d]->to_room == ch->in_room) { olc.c:304: r = ch->in_room; olc.c:305: d = HOME_ROOM(ch->in_room); olc.c:306: for (c = world[ch->in_room].people; c; c = next_c) { olc.c:325: if (world[ch->in_room].description) { olc.c:326: free(world[ch->in_room].description); olc.c:327: world[ch->in_room].description = NULL; olc.c:334: ch->desc->backstr = NULL; olc.c:335: if (world[ch->in_room].description) { olc.c:336: msg_to_char(ch, world[ch->in_room].description); olc.c:337: ch->desc->backstr = str_dup(world[ch->in_room].description); olc.c:339: ch->desc->str = &(world[ch->in_room].description); olc.c:340: ch->desc->max_str = MAX_ROOM_DESCRIPTION; olc.c:341: ch->desc->mail_to = 0; olc.c:342: if (world[ch->in_room].description) olc.c:343: ch->desc->storage = str_dup(world[ch->in_room].description); olc.c:345: ch->desc->storage = NULL; olc.c:348: STATE(ch->desc) = CON_EDIT_DESCRIPTION; olc.c:371: if (SECT(ch->in_room) != SECT_BUILDING && SECT(ch->in_room) != SECT_INSIDE && SECT(ch->in_room) != SECT_MULTI) olc.c:388: world[HOME_ROOM(ch->in_room)].inside_rooms++; olc.c:391: world[to_room].home_room = world[HOME_ROOM(ch->in_room)].number; olc.c:392: world[to_room].owner = world[HOME_ROOM(ch->in_room)].owner; olc.c:395: CREATE(world[ch->in_room].dir_option[dir], struct room_direction_data, 1); olc.c:396: world[ch->in_room].dir_option[dir]->exit_info = 0; olc.c:397: world[ch->in_room].dir_option[dir]->keyword = NULL; olc.c:398: world[ch->in_room].dir_option[dir]->to_room = to_room; olc.c:403: world[to_room].dir_option[rev]->to_room = ch->in_room; olc.c:471: if (SECT(ch->in_room) != SECT_INSIDE) olc.c:479: world[ch->in_room].type = room_types[i].type; ships.c:241: if (!(obj = get_obj_in_list_num(real_object(os_HELM), world[ch->in_room].contents))) ships.c:245: else if (!CAN_USE_ROOM(ch, HOME_ROOM(ch->in_room), 1) && ww_dice(GET_DEXTERITY(ch) + GET_LARCENY(ch), 7) <= 0) ships.c:308: room_rnum was_in = ch->in_room; ships.c:316: else if (!(ship = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents))) ships.c:324: else if (GET_LEADING(ch) && GET_LEADING(ch)->in_room == ch->in_room && (leading = GET_LEADING(ch)) && BUILDING_TYPE(ch->in_room) != BUILDING_DOCKS) ships.c:344: for (k = ch->followers; k; k = k->next) ships.c:359: Object ship = world[ch->in_room].boat; ships.c:361: room_rnum was_in = ch->in_room; ships.c:368: else if (GET_LEADING(ch) && GET_LEADING(ch)->in_room == ch->in_room && (leading = GET_LEADING(ch)) && BUILDING_TYPE(ship->in_room) != BUILDING_DOCKS) ships.c:384: for (k = ch->followers; k; k = k->next) ships.c:392: if (BUILDING_TYPE(ch->in_room) != BUILDING_DOCKS) ships.c:430: for (ship = world[ch->in_room].contents; ship; ship = ship->next_content) ships.c:461: for (c = world[ch->in_room].people; c; c = c->next_in_room) ships.c:472: for (ship = world[ch->in_room].contents; ship; ship = ship->next_content) ships.c:481: if ((BUILDING_TYPE(ch->in_room) != BUILDING_SHIPYARD && BUILDING_TYPE(ch->in_room) != BUILDING_SHIPYARD2) || !IS_COMPLETE(ch->in_room)) ships.c:503: GET_ACTION_ROOM(ch) = ch->in_room; ships.c:506: else if (!CAN_USE_ROOM(ch, ch->in_room, 0)) ships.c:508: else if (ship_data[i].advanced && BUILDING_TYPE(ch->in_room) != BUILDING_SHIPYARD2) ships.c:511: ship = create_ship(ship_data[i].vnum, get_id_by_empire(ch), ch->in_room); ships.c:516: GET_ACTION_ROOM(ch) = ch->in_room; ships.c:581: if (BUILDING_TYPE(ch->in_room) != BUILDING_DOCKS) ships.c:583: else if (!IS_COMPLETE(ch->in_room)) ships.c:587: else if (!(ship = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents))) ships.c:591: else if (*buf && !(to_load = get_obj_in_list_vis(ch, buf, ch->carrying)) && !(to_load = get_obj_in_list_vis(ch, buf, world[ch->in_room].contents))) ships.c:609: if ((val = load_all_objs_to_boat(ch, ch->in_room, i, ship)) == 1) ships.c:672: if (BUILDING_TYPE(ch->in_room) != BUILDING_DOCKS) ships.c:674: else if (!IS_COMPLETE(ch->in_room)) ships.c:678: else if (!(ship = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents))) ships.c:689: if ((val = perform_unload_boat(ch, i, ch->in_room, ship)) < 0) skills.c:98: d[0] = X_COORD(HOME_ROOM(ch->in_room)) - X_COORD(HOME_ROOM(i->in_room)); skills.c:99: d[1] = Y_COORD(HOME_ROOM(ch->in_room)) - Y_COORD(HOME_ROOM(i->in_room)); skills.c:125: if (SECT(ch->in_room) == SECT_OCEAN || SECT(ch->in_room) == SECT_RIVER) { skills.c:129: if (SECT(ch->in_room) == SECT_BUILDING || SECT(ch->in_room) == SECT_MONUMENT_CLOSED || SECT(ch->in_room) == SECT_INSIDE) { skills.c:176: in_room = ch->in_room; skills.c:198: if (SECT(real_shift(in_room, s[X], s[Y])) == SECT_OCEAN || SECT(real_shift(ch->in_room, s[X], s[Y])) == SECT_RIVER) { skills.c:337: switch (SECT(ch->in_room)) { skills.c:366: for (c = world[ch->in_room].people; c; c = c->next_in_room) skills.c:373: if (SECT(ch->in_room) == SECT_BUILDING || SECT(ch->in_room) == SECT_MONUMENT_CLOSED || SECT(ch->in_room) == SECT_MONUMENT_OPEN || SECT(ch->in_room) == SECT_INSIDE || SECT(ch->in_room) == SECT_MULTI) skills.c:397: else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) skills.c:399: else if (BUILDING_TYPE(ch->in_room) != BUILDING_MILL) skills.c:403: else if (!CAN_USE_ROOM(ch, ch->in_room, 0)) skills.c:410: GET_ACTION_ROOM(ch) = ch->in_room; skills.c:431: else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) skills.c:433: else if (BUILDING_TYPE(ch->in_room) != BUILDING_BAKER && ROOM_TYPE(ch->in_room) != RTYPE_KITCHEN) skills.c:437: else if (!CAN_USE_ROOM(ch, ch->in_room, 0)) skills.c:444: GET_ACTION_ROOM(ch) = ch->in_room; skills.c:460: else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) skills.c:669: else if (BUILDING_TYPE(ch->in_room) != BUILDING_FORGE && ROOM_TYPE(ch->in_room) != RTYPE_FORGE) skills.c:671: else if (!CAN_USE_ROOM(ch, ch->in_room, 0)) skills.c:686: GET_ACTION_ROOM(ch) = ch->in_room; skills.c:714: else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) skills.c:716: else if (BUILDING_TYPE(ch->in_room) != BUILDING_POTTER) skills.c:746: else if (BUILDING_TYPE(ch->in_room) != BUILDING_MINE) skills.c:748: else if (!CAN_USE_ROOM(ch, ch->in_room, 0)) skills.c:750: else if (!IS_COMPLETE(ch->in_room)) skills.c:752: else if (world[ch->in_room].spare <= 0) skills.c:754: else if (BUILDING_TYPE(ch->in_room) != BUILDING_MINE) skills.c:762: GET_ACTION_ROOM(ch) = ch->in_room; skills.c:798: if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) { skills.c:844: msg_to_char(ch, "You stop harvesting the %s.\r\n", crops[(int) world[ch->in_room].type]); skills.c:850: else if (SECT(ch->in_room) != SECT_CROP) skills.c:852: else if (!CAN_USE_ROOM(ch, ch->in_room, 0)) skills.c:854: else if (real_empire(world[ch->in_room].owner) != -1 && GET_RANK(ch) < empire[real_empire(world[ch->in_room].owner)].priv[PRIV_HARVEST]) skills.c:860: GET_ACTION_ROOM(ch) = ch->in_room; skills.c:862: if (GET_BUILD_VALUE(ch->in_room) == 0) skills.c:863: GET_BUILD_VALUE(ch->in_room) = 40; skills.c:864: msg_to_char(ch, "You begin harvesting the %s.\r\n", crops[(int) world[ch->in_room].type]); skills.c:880: (SECT(ch->in_room) == SECT_RIVER || SECT(ch->in_room) == SECT_OCEAN || skills.c:881: SECT(ch->in_room) == SECT_ROAD || SECT(ch->in_room) == SECT_MONUMENT_CLOSED || skills.c:882: SECT(ch->in_room) == SECT_BUILDING || SECT(ch->in_room) == SECT_INSIDE || skills.c:883: SECT(ch->in_room) == SECT_MULTI || skills.c:884: SECT(ch->in_room) == SECT_TOWER_OF_SOULS || SECT(ch->in_room) == SECT_WASTELAND || skills.c:885: SECT(ch->in_room) == SECT_MONUMENT_OPEN) skills.c:888: && (BUILDING_TYPE(ch->in_room) != BUILDING_MINE) skills.c:891: else if (!CAN_USE_ROOM(ch, ch->in_room, 0)) skills.c:896: GET_ACTION_ROOM(ch) = ch->in_room; skills.c:912: else if (SECT(ch->in_room) != SECT_FOREST_4 && SECT(ch->in_room) != SECT_FOREST_3 && SECT(ch->in_room) != SECT_FOREST_2 && SECT(ch->in_room) != SECT_FOREST_1&& (SECT(ch->in_room) != SECT_CROP || world[ch->in_room].type != CROP_FRUIT)) skills.c:914: else if (!CAN_USE_ROOM(ch, ch->in_room, 0)) skills.c:919: GET_ACTION_ROOM(ch) = ch->in_room; skills.c:934: else if (SECT(ch->in_room) != SECT_FIELD && (SECT(ch->in_room) != SECT_CROP || world[ch->in_room].type != CROP_FRUIT)) skills.c:936: else if (!CAN_USE_ROOM(ch, ch->in_room, 0)) skills.c:941: GET_ACTION_ROOM(ch) = ch->in_room; skills.c:956: else if (SECT(ch->in_room) != SECT_FOREST_4 && SECT(ch->in_room) != SECT_FOREST_3 && SECT(ch->in_room) != SECT_FOREST_2 && SECT(ch->in_room) != SECT_FOREST_1) skills.c:958: else if (!CAN_USE_ROOM(ch, ch->in_room, 0)) skills.c:960: else if (real_empire(world[ch->in_room].owner) != -1 && GET_RANK(ch) < empire[real_empire(world[ch->in_room].owner)].priv[PRIV_CHOP]) skills.c:968: GET_ACTION_ROOM(ch) = ch->in_room; skills.c:970: if (GET_BUILD_VALUE(ch->in_room) == 0) skills.c:971: GET_BUILD_VALUE(ch->in_room) = 30; skills.c:996: else if ((dir = parse_direction(buf)) < 0 || (to_room = real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1])) == NOWHERE) skills.c:998: else if (!CAN_USE_ROOM(ch, ch->in_room, 0)) skills.c:1000: else if ((SECT(ch->in_room) == SECT_MULTI || SECT(ch->in_room) == SECT_INSIDE || SECT(ch->in_room) == SECT_BUILDING || SECT(ch->in_room) == SECT_MONUMENT_CLOSED) && !CAN_GO(ch, dir)) skills.c:1002: else if (SECT(ch->in_room) == SECT_MOUNTAIN || SECT(ch->in_room) == SECT_OCEAN || SECT(ch->in_room) == SECT_RIVER) skills.c:1014: else if (SECT(to_room) == SECT_BUILDING && world[real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1])].type != BUILDING_STABLE) skills.c:1018: else if (SECT(real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1])) == SECT_INSIDE) skills.c:1025: char_to_room(victim, ch->in_room); skills.c:1040: if (SECT(real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1])) == SECT_OCEAN) skills.c:1042: else if (SECT(real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1])) == SECT_RIVER) skills.c:1045: if (!type && SECT(ch->in_room) == SECT_OCEAN) skills.c:1047: if (!type && SECT(ch->in_room) == SECT_RIVER) skills.c:1061: else if (SECT(ch->in_room) == SECT_MOUNTAIN) skills.c:1071: GET_ACTION_ROOM(ch) = ch->in_room; skills.c:1149: else if (!(obj[0] = get_obj_in_list_vis(ch, arg, ch->carrying))) skills.c:1151: else if (BUILDING_TYPE(ch->in_room) != BUILDING_FORGE && ROOM_TYPE(ch->in_room) != RTYPE_FORGE) skills.c:1153: else if (!CAN_USE_ROOM(ch, ch->in_room, 0)) skills.c:1177: GET_ACTION_ROOM(ch) = ch->in_room; skills.c:1209: if (BUILDING_TYPE(ch->in_room) != BUILDING_GLASS) skills.c:1211: else if (!IS_COMPLETE(ch->in_room)) skills.c:1213: else if (!CAN_USE_ROOM(ch, ch->in_room, 0)) skills.c:1236: GET_ACTION_ROOM(ch) = ch->in_room; skills.c:1251: if (BUILDING_TYPE(ch->in_room) != BUILDING_STABLE) skills.c:1253: else if (!CAN_USE_ROOM(ch, ch->in_room, 0)) skills.c:1263: else if (!(cont = get_obj_in_list_vis(ch, buf, ch->carrying))) skills.c:1292: if (BUILDING_TYPE(ch->in_room) != BUILDING_APIARY) skills.c:1294: else if (!CAN_USE_ROOM(ch, ch->in_room, 0)) skills.c:1298: else if (!(hive = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents))) skills.c:1304: else if (!(cont = get_obj_in_list_vis(ch, buf, ch->carrying))) skills.c:1333: if (BUILDING_TYPE(ch->in_room) != BUILDING_APIARY) skills.c:1335: else if (!CAN_USE_ROOM(ch, ch->in_room, 0)) skills.c:1339: else if (!(hive = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents))) skills.c:1349: obj_to_room(wax, ch->in_room); skills.c:1374: else if (SECT((to_room = real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1]))) != SECT_BUILDING && SECT(to_room) != SECT_MULTI) skills.c:1376: else if (SECT(ch->in_room) == SECT_INSIDE) skills.c:1416: else if (!(rope = get_obj_in_list_num(real_object(o_ROPE), ch->carrying))) skills.c:1418: else if (!is_entrance(ch->in_room)) skills.c:1462: else if (!(rope = get_obj_in_list_num(real_object(o_ROPE), ch->carrying))) skills.c:1514: else if (!(cart = get_obj_in_list_vis(ch, buf, world[ch->in_room].contents))) skills.c:1520: else if (!(rope = get_obj_in_list_num(real_object(o_ROPE), ch->carrying))) skills.c:1578: else if (BUILDING_TYPE(ch->in_room) != BUILDING_CARPENTER) skills.c:1580: else if (!CAN_USE_ROOM(ch, ch->in_room, 0)) skills.c:1591: obj_to_room(obj, ch->in_room); skills.c:1657: else if (!(obj = get_obj_in_list_num(real_object(craft_data[i].from), ch->carrying)) && !(obj = get_obj_in_list_num(real_object(craft_data[i].from), world[ch->in_room].contents))) skills.c:1691: else if (!(target = get_obj_in_list_vis(ch, arg, ch->carrying))) skills.c:1714: if (SECT(real_shift(ch->in_room, shift_dir[i][0], shift_dir[i][1])) == SECT_RIVER) skills.c:1732: GET_ACTION_ROOM(ch) = ch->in_room; skills.c:1773: else if (!CAN_USE_ROOM(ch, ch->in_room, 1)) skills.c:1777: else if (SECT(ch->in_room) == SECT_TRENCH && GET_BUILD_VALUE(ch->in_room) < 0) { skills.c:1781: GET_ACTION_ROOM(ch) = ch->in_room; skills.c:1784: else if (SECT(ch->in_room) == SECT_TRENCH) skills.c:1786: else if (SECT(ch->in_room) != SECT_FIELD && SECT(ch->in_room) != SECT_DESERT) skills.c:1788: else if (is_entrance(ch->in_room)) skills.c:1795: GET_ACTION_ROOM(ch) = ch->in_room; skills.c:1799: GET_BUILD_VALUE(ch->in_room) = -300; skills.c:1800: SECT(ch->in_room) = SECT_TRENCH; skills.c:1813: else if (!CAN_SEE_IN_DARK_ROOM(ch, ch->in_room)) skills.c:1820: for (targ = world[ch->in_room].people; targ; targ = targ->next_in_room) { skills.c:1859: else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) skills.ct:98: d[0] = X_COORD(HOME_ROOM(ch->in_room)) - X_COORD(HOME_ROOM(i->in_room)); skills.ct:99: d[1] = Y_COORD(HOME_ROOM(ch->in_room)) - Y_COORD(HOME_ROOM(i->in_room)); skills.ct:125: if (SECT(ch->in_room) == SECT_OCEAN || SECT(ch->in_room) == SECT_RIVER) { skills.ct:129: if (SECT(ch->in_room) == SECT_BUILDING || SECT(ch->in_room) == SECT_MONUMENT_CLOSED || SECT(ch->in_room) == SECT_INSIDE) { skills.ct:176: in_room = ch->in_room; skills.ct:198: if (SECT(real_shift(in_room, s[X], s[Y])) == SECT_OCEAN || SECT(real_shift(ch->in_room, s[X], s[Y])) == SECT_RIVER) { skills.ct:337: switch (SECT(ch->in_room)) { skills.ct:366: for (c = world[ch->in_room].people; c; c = c->next_in_room) skills.ct:373: if (SECT(ch->in_room) == SECT_BUILDING || SECT(ch->in_room) == SECT_MONUMENT_CLOSED || SECT(ch->in_room) == SECT_MONUMENT_OPEN || SECT(ch->in_room) == SECT_INSIDE || SECT(ch->in_room) == SECT_MULTI) skills.ct:397: else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) skills.ct:399: else if (BUILDING_TYPE(ch->in_room) != BUILDING_MILL) skills.ct:403: else if (!CAN_USE_ROOM(ch, ch->in_room, 0)) skills.ct:410: GET_ACTION_ROOM(ch) = ch->in_room; skills.ct:431: else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) skills.ct:433: else if (BUILDING_TYPE(ch->in_room) != BUILDING_BAKER && ROOM_TYPE(ch->in_room) != RTYPE_KITCHEN) skills.ct:437: else if (!CAN_USE_ROOM(ch, ch->in_room, 0)) skills.ct:444: GET_ACTION_ROOM(ch) = ch->in_room; skills.ct:460: else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) skills.ct:486: for (obj = ch->carrying; obj; obj = obj->next_content) skills.ct:490: for (obj = world[ch->in_room].contents; obj; obj = obj->next_content) skills.ct:501: for (o = ch->carrying; o && remaining > 0; o = o2) { skills.ct:509: for (o = world[ch->in_room].contents; o && remaining > 0; o = o2) { skills.ct:686: for (obj = ch->carrying; obj; obj = obj->next_content) skills.ct:705: for (obj = ch->carrying; obj; obj = next_obj) { skills.ct:753: else if (BUILDING_TYPE(ch->in_room) != BUILDING_FORGE && ROOM_TYPE(ch->in_room) != RTYPE_FORGE) skills.ct:755: else if (!CAN_USE_ROOM(ch, ch->in_room, 0)) skills.ct:770: GET_ACTION_ROOM(ch) = ch->in_room; skills.ct:798: else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) skills.ct:800: else if (BUILDING_TYPE(ch->in_room) != BUILDING_POTTER) skills.ct:830: else if (BUILDING_TYPE(ch->in_room) != BUILDING_MINE) skills.ct:832: else if (!CAN_USE_ROOM(ch, ch->in_room, 0)) skills.ct:834: else if (!IS_COMPLETE(ch->in_room)) skills.ct:836: else if (world[ch->in_room].spare <= 0) skills.ct:838: else if (BUILDING_TYPE(ch->in_room) != BUILDING_MINE) skills.ct:846: GET_ACTION_ROOM(ch) = ch->in_room; skills.ct:882: if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) { skills.ct:928: msg_to_char(ch, "You stop harvesting the %s.\r\n", crops[(int) world[ch->in_room].type]); skills.ct:934: else if (SECT(ch->in_room) != SECT_CROP) skills.ct:936: else if (!CAN_USE_ROOM(ch, ch->in_room, 0)) skills.ct:938: else if (real_empire(world[ch->in_room].owner) != -1 && GET_RANK(ch) < empire[real_empire(world[ch->in_room].owner)].priv[PRIV_HARVEST]) skills.ct:944: GET_ACTION_ROOM(ch) = ch->in_room; skills.ct:946: if (GET_BUILD_VALUE(ch->in_room) == 0) skills.ct:947: GET_BUILD_VALUE(ch->in_room) = 40; skills.ct:948: msg_to_char(ch, "You begin harvesting the %s.\r\n", crops[(int) world[ch->in_room].type]); skills.ct:964: (SECT(ch->in_room) == SECT_RIVER || SECT(ch->in_room) == SECT_OCEAN || skills.ct:965: SECT(ch->in_room) == SECT_ROAD || SECT(ch->in_room) == SECT_MONUMENT_CLOSED || skills.ct:966: SECT(ch->in_room) == SECT_BUILDING || SECT(ch->in_room) == SECT_INSIDE || skills.ct:967: SECT(ch->in_room) == SECT_MULTI || skills.ct:968: SECT(ch->in_room) == SECT_TOWER_OF_SOULS || SECT(ch->in_room) == SECT_WASTELAND || skills.ct:969: SECT(ch->in_room) == SECT_MONUMENT_OPEN) skills.ct:972: && (BUILDING_TYPE(ch->in_room) != BUILDING_MINE) skills.ct:975: else if (!CAN_USE_ROOM(ch, ch->in_room, 0)) skills.ct:980: GET_ACTION_ROOM(ch) = ch->in_room; skills.ct:996: else if (SECT(ch->in_room) != SECT_FOREST_4 && SECT(ch->in_room) != SECT_FOREST_3 && SECT(ch->in_room) != SECT_FOREST_2 && SECT(ch->in_room) != SECT_FOREST_1&& (SECT(ch->in_room) != SECT_CROP || world[ch->in_room].type != CROP_FRUIT)) skills.ct:998: else if (!CAN_USE_ROOM(ch, ch->in_room, 0)) skills.ct:1003: GET_ACTION_ROOM(ch) = ch->in_room; skills.ct:1018: else if (SECT(ch->in_room) != SECT_FIELD && (SECT(ch->in_room) != SECT_CROP || world[ch->in_room].type != CROP_FRUIT)) skills.ct:1020: else if (!CAN_USE_ROOM(ch, ch->in_room, 0)) skills.ct:1025: GET_ACTION_ROOM(ch) = ch->in_room; skills.ct:1040: else if (SECT(ch->in_room) != SECT_FOREST_4 && SECT(ch->in_room) != SECT_FOREST_3 && SECT(ch->in_room) != SECT_FOREST_2 && SECT(ch->in_room) != SECT_FOREST_1) skills.ct:1042: else if (!CAN_USE_ROOM(ch, ch->in_room, 0)) skills.ct:1044: else if (real_empire(world[ch->in_room].owner) != -1 && GET_RANK(ch) < empire[real_empire(world[ch->in_room].owner)].priv[PRIV_CHOP]) skills.ct:1052: GET_ACTION_ROOM(ch) = ch->in_room; skills.ct:1054: if (GET_BUILD_VALUE(ch->in_room) == 0) skills.ct:1055: GET_BUILD_VALUE(ch->in_room) = 30; skills.ct:1080: else if ((dir = parse_direction(buf)) < 0 || (to_room = real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1])) == NOWHERE) skills.ct:1082: else if (!CAN_USE_ROOM(ch, ch->in_room, 0)) skills.ct:1084: else if ((SECT(ch->in_room) == SECT_MULTI || SECT(ch->in_room) == SECT_INSIDE || SECT(ch->in_room) == SECT_BUILDING || SECT(ch->in_room) == SECT_MONUMENT_CLOSED) && !CAN_GO(ch, dir)) skills.ct:1086: else if (SECT(ch->in_room) == SECT_MOUNTAIN || SECT(ch->in_room) == SECT_OCEAN || SECT(ch->in_room) == SECT_RIVER) skills.ct:1098: else if (SECT(to_room) == SECT_BUILDING && world[real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1])].type != BUILDING_STABLE) skills.ct:1102: else if (SECT(real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1])) == SECT_INSIDE) skills.ct:1109: char_to_room(victim, ch->in_room); skills.ct:1124: if (SECT(real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1])) == SECT_OCEAN) skills.ct:1126: else if (SECT(real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1])) == SECT_RIVER) skills.ct:1129: if (!type && SECT(ch->in_room) == SECT_OCEAN) skills.ct:1131: if (!type && SECT(ch->in_room) == SECT_RIVER) skills.ct:1145: else if (SECT(ch->in_room) == SECT_MOUNTAIN) skills.ct:1155: GET_ACTION_ROOM(ch) = ch->in_room; skills.ct:1233: else if (!(obj[0] = get_obj_in_list_vis(ch, arg, ch->carrying))) skills.ct:1235: else if (BUILDING_TYPE(ch->in_room) != BUILDING_FORGE && ROOM_TYPE(ch->in_room) != RTYPE_FORGE) skills.ct:1237: else if (!CAN_USE_ROOM(ch, ch->in_room, 0)) skills.ct:1261: GET_ACTION_ROOM(ch) = ch->in_room; skills.ct:1292: if (BUILDING_TYPE(ch->in_room) != BUILDING_GLASS) skills.ct:1294: else if (!IS_COMPLETE(ch->in_room)) skills.ct:1296: else if (!CAN_USE_ROOM(ch, ch->in_room, 0)) skills.ct:1319: GET_ACTION_ROOM(ch) = ch->in_room; skills.ct:1334: if (BUILDING_TYPE(ch->in_room) != BUILDING_STABLE) skills.ct:1336: else if (!CAN_USE_ROOM(ch, ch->in_room, 0)) skills.ct:1346: else if (!(cont = get_obj_in_list_vis(ch, buf, ch->carrying))) skills.ct:1375: if (BUILDING_TYPE(ch->in_room) != BUILDING_APIARY) skills.ct:1377: else if (!CAN_USE_ROOM(ch, ch->in_room, 0)) skills.ct:1381: else if (!(hive = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents))) skills.ct:1387: else if (!(cont = get_obj_in_list_vis(ch, buf, ch->carrying))) skills.ct:1416: if (BUILDING_TYPE(ch->in_room) != BUILDING_APIARY) skills.ct:1418: else if (!CAN_USE_ROOM(ch, ch->in_room, 0)) skills.ct:1422: else if (!(hive = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents))) skills.ct:1432: obj_to_room(wax, ch->in_room); skills.ct:1457: else if (SECT((to_room = real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1]))) != SECT_BUILDING && SECT(to_room) != SECT_MULTI) skills.ct:1459: else if (SECT(ch->in_room) == SECT_INSIDE) skills.ct:1499: else if (!(rope = get_obj_in_list_num(real_object(o_ROPE), ch->carrying))) skills.ct:1501: else if (!is_entrance(ch->in_room)) skills.ct:1545: else if (!(rope = get_obj_in_list_num(real_object(o_ROPE), ch->carrying))) skills.ct:1597: else if (!(cart = get_obj_in_list_vis(ch, buf, world[ch->in_room].contents))) skills.ct:1603: else if (!(rope = get_obj_in_list_num(real_object(o_ROPE), ch->carrying))) skills.ct:1625: for (obj = ch->carrying; obj; obj = obj->next_content) skills.ct:1628: for (obj = world[ch->in_room].contents; obj; obj = obj->next_content) skills.ct:1640: for (o = ch->carrying; o && remaining > 0; o = o2) { skills.ct:1649: for (o = world[ch->in_room].contents; o && remaining > 0; o = o2) { skills.ct:1698: else if (BUILDING_TYPE(ch->in_room) != BUILDING_CARPENTER) skills.ct:1700: else if (!CAN_USE_ROOM(ch, ch->in_room, 0)) skills.ct:1720: obj_to_room(obj, ch->in_room); skills.ct:1785: else if (!(obj = get_obj_in_list_num(real_object(craft_data[i].from), ch->carrying)) && !(obj = get_obj_in_list_num(real_object(craft_data[i].from), world[ch->in_room].contents))) skills.ct:1819: else if (!(target = get_obj_in_list_vis(ch, arg, ch->carrying))) skills.ct:1842: if (SECT(real_shift(ch->in_room, shift_dir[i][0], shift_dir[i][1])) == SECT_RIVER) skills.ct:1860: GET_ACTION_ROOM(ch) = ch->in_room; skills.ct:1901: else if (!CAN_USE_ROOM(ch, ch->in_room, 1)) skills.ct:1905: else if (SECT(ch->in_room) == SECT_TRENCH && GET_BUILD_VALUE(ch->in_room) < 0) { skills.ct:1909: GET_ACTION_ROOM(ch) = ch->in_room; skills.ct:1912: else if (SECT(ch->in_room) == SECT_TRENCH) skills.ct:1914: else if (SECT(ch->in_room) != SECT_FIELD && SECT(ch->in_room) != SECT_DESERT) skills.ct:1916: else if (is_entrance(ch->in_room)) skills.ct:1923: GET_ACTION_ROOM(ch) = ch->in_room; skills.ct:1927: GET_BUILD_VALUE(ch->in_room) = -500; skills.ct:1928: SECT(ch->in_room) = SECT_TRENCH; skills.ct:1941: else if (!CAN_SEE_IN_DARK_ROOM(ch, ch->in_room)) skills.ct:1948: for (targ = world[ch->in_room].people; targ; targ = targ->next_in_room) { skills.ct:1987: else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying))) specials.c:299: for (i = world[ch->in_room].people; i; i = i->next_in_room) utils.c:369: player_age = *mud_time_passed(time(0), ch->player.time.birth); utils.c:397: if (ch->master == NULL) utils.c:400: act("You stop following $N.", FALSE, ch, 0, ch->master, TO_CHAR); utils.c:401: act("$n stops following $N.", TRUE, ch, 0, ch->master, TO_NOTVICT); utils.c:402: act("$n stops following you.", TRUE, ch, 0, ch->master, TO_VICT); utils.c:404: if (ch->master->followers->follower == ch) { /* Head of follower-list? */ utils.c:405: k = ch->master->followers; utils.c:406: ch->master->followers = k->next; utils.c:410: for (k = ch->master->followers; k->next->follower != ch; k = k->next); utils.c:417: ch->master = NULL; utils.c:426: if (ch->master) utils.c:429: for (k = ch->followers; k; k = j) { utils.c:443: if (ch->master) utils.c:446: ch->master = leader; utils.c:568: for (ch = room->people; ch != NULL; ch = ch->next_in_room) utils.c:673: if ((GET_ACTION_ROOM(ch) != ch->in_room && GET_ACTION_ROOM(ch) != NOWHERE) || ((GET_FEEDING_FROM(ch) || GET_FED_ON_BY(ch)) && GET_ACTION(ch) != ACT_EMBRACE) || FIGHTING(ch) || GET_POS(ch) < POS_STANDING || IS_WRITING(ch)) { utils.c:683: if (SECT(ch->in_room) == SECT_RIVER && !number(0, 2)) utils.c:685: else if ((BUILDING_TYPE(ch->in_room) == BUILDING_BATHS || ROOM_TYPE(ch->in_room) == RTYPE_BATHS) && !number(0, 1)) utils.c:730: if (SECT(real_shift(ch->in_room, shift_dir[i][0], shift_dir[i][1])) == SECT_RIVER) utils.c:739: obj_to_room(obj, ch->in_room); utils.c:772: if (SECT(ch->in_room) == SECT_FOREST_1 || SECT(ch->in_room) == SECT_FOREST_2 || SECT(ch->in_room) == SECT_FOREST_3 || SECT(ch->in_room) == SECT_FOREST_4 || (SECT(ch->in_room) == SECT_CROP && world[ch->in_room].type == CROP_FRUIT)) utils.c:778: obj_to_room(obj, ch->in_room); utils.c:787: if (SECT(ch->in_room) == SECT_CROP && world[ch->in_room].type == CROP_FRUIT) { utils.c:798: if (SECT(ch->in_room) == SECT_FIELD || (SECT(ch->in_room) == SECT_CROP && world[ch->in_room].type == CROP_FRUIT)) utils.c:803: if (SECT(ch->in_room) == SECT_CROP && world[ch->in_room].type == CROP_FRUIT) utils.c:809: obj_to_room(obj, ch->in_room); utils.c:896: GET_BUILD_VALUE(ch->in_room) -= (ww_dice(GET_STRENGTH(ch) + GET_OBJ_VAL(GET_EQ(ch, WEAR_WIELD), 1) + i, 6) + GET_POTENCE(ch)); utils.c:905: if (GET_BUILD_VALUE(ch->in_room) > 0) utils.c:907: GET_BUILD_VALUE(ch->in_room) = 0; utils.c:908: for (c = world[ch->in_room].people; c; c = c->next_in_room) utils.c:911: obj_to_room(read_object(o_TREE, VIRTUAL), ch->in_room); utils.c:913: SECT(ch->in_room)--; utils.c:914: if (SECT(ch->in_room) < SECT_FIELD) { utils.c:915: SECT(ch->in_room) = SECT_FIELD; utils.c:924: if (world[ch->in_room].type2 && SECT(ch->in_room) == SECT_FIELD) { utils.c:925: SECT(ch->in_room) = SECT_DESERT; utils.c:926: world[ch->in_room].type2 = 0; utils.c:933: process_build(ch, ch->in_room); utils.c:937: process_dismantling(ch, ch->in_room); utils.c:948: msg_to_char(ch, "You walk through the field, harvesting the %s.\r\n", crops[(int) world[ch->in_room].type]); utils.c:949: sprintf(buf, "$n walks through the field, harvesting the %s.", crops[(int) world[ch->in_room].type]); utils.c:953: msg_to_char(ch, "You carefully harvest the %s.\r\n", crops[(int) world[ch->in_room].type]); utils.c:954: sprintf(buf, "$n carefully harvests the %s.", crops[(int) world[ch->in_room].type]); utils.c:958: GET_BUILD_VALUE(ch->in_room) -= ww_dice(GET_DEXTERITY(ch) + GET_MELEE(ch), 6); utils.c:960: if (GET_BUILD_VALUE(ch->in_room) > 0) utils.c:962: GET_BUILD_VALUE(ch->in_room) = 0; utils.c:963: for (c = world[ch->in_room].people; c; c = c->next_in_room) utils.c:969: switch (world[ch->in_room].type) { utils.c:977: obj_to_room(read_object(vnum, VIRTUAL), ch->in_room); utils.c:979: SECT(ch->in_room) = SECT_FIELD; utils.c:980: world[ch->in_room].type = 0; utils.c:986: GET_BUILD_VALUE(ch->in_room) /= 2; utils.c:1005: switch(world[ch->in_room].type2) { utils.c:1015: world[ch->in_room].spare -= 1; utils.c:1017: obj_to_room(obj, ch->in_room); utils.c:1089: char_to_room((c = read_mobile(GET_ACTION_VNUM(ch, 0) == 1 ? OCEAN_FISH : RIVER_FISH, VIRTUAL)), ch->in_room); utils.c:1243: GET_BUILD_VALUE(ch->in_room) += 1; utils.c:1245: if (GET_BUILD_VALUE(ch->in_room) >= 0) { utils.c:1248: for (c = world[ch->in_room].people; c; c = c->next_in_room) utils.c:1346: ch->player.time.played = 0; utils.c:1347: ch->player.time.logon = time(0); utils.c:1552: for (obj = ch->carrying; obj; obj = obj->next_content) utils.c:1560: for (obj = world[ch->in_room].contents; obj; obj = obj->next_content) utils.c:1589: for (obj = ch->carrying; obj && remaining > 0; obj = next_obj) { utils.c:1601: for (obj = world[ch->in_room].contents; obj && remaining > 0; obj = next_obj) { utils.c:1635: obj_to_room(obj, ch->in_room); utils.h:229:#define IS_OUTDOORS(ch) (SECT(ch->in_room) != SECT_BUILDING && SECT(ch->in_room) != SECT_INSIDE && SECT(ch->in_room) != SECT_MULTI && SECT(ch->in_room) != SECT_MONUMENT_CLOSED) utils.h:259:/* ch->player */ utils.h:269:#define GET_REAL_LEVEL(ch) (ch->desc && ch->desc->original ? GET_LEVEL(ch->desc->original) : GET_LEVEL(ch)) utils.h:278:/* ch->aff_abils */ utils.h:311:/* ch->points */ utils.h:318:/* ch->char_specials */ utils.h:338:/* ch->player_specials->saved */ utils.h:421:/* ch->player_specials */ utils.h:426:#define IS_AFK(ch) (IS_NPC(ch) ? 0 : ((ch)->player_specials->isafk || ((ch->char_specials.timer * SECS_PER_MUD_HOUR / SECS_PER_REAL_MIN) >= 10))) utils.h:435:/* ch->mob_specials */ vampire.c:247: next_ch = ch->next; vampire.c:258: if (victim->in_room != ch->in_room) { vampire.c:542: playing_time = *real_time_passed((time(0) - ch->player.time.logon) + ch->player.time.played, 0); vampire.c:842: switch (SECT(ch->in_room)) { vampire.c:876: char_to_room((mob = read_mobile(vnums[number(0, num_animals)], VIRTUAL)), ch->in_room); vampire.c:1026: else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying)) && !(obj = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents))) vampire.c:1716: for (c = world[ch->in_room].people; c; c = c->next_in_room) vampire.c:1740: for (c = world[ch->in_room].people; c; c = c->next_in_room) vampire.c:1767: for (c = world[ch->in_room].people; c; c = c->next_in_room) vampire.c:1789: for (fol = ch->followers; fol && count > 0; fol = fol->next) vampire.c:1790: if (fol->follower->in_room == ch->in_room) { vampire.c:1819: for (c = world[ch->in_room].people; c; c = c->next_in_room) vampire.c:1856: for (c = world[ch->in_room].people; c; c = next_c) { vampire.c:1870: if (room_affected_by_spell(ch->in_room, ATYPE_NOCTURNE)) { vampire.c:1871: affect_from_room(ch->in_room, ATYPE_NOCTURNE); vampire.c:1888: affect_to_room(ch->in_room, af); vampire.c:1907: char_to_room((arm = read_mobile(ARM_OF_AHRIMAN, VIRTUAL)), ch->in_room); vampire.c:1935: for (victim = world[ch->in_room].people; victim; victim = victim->next_in_room) { vampire.c:2097: switch (SECT(ch->in_room)) { vampire.c:2128: char_to_room((mob = read_mobile(vnums[number(0, num_summons)], VIRTUAL)), ch->in_room); vampire.c:2232: switch (SECT(ch->in_room)) { vampire.c:2368: else if (SECT(ch->in_room) == SECT_INSIDE) vampire.c:2378: else if ((to_room = real_shift(ch->in_room, shift_dir[dir][0], shift_dir[dir][1])) == NOWHERE) vampire.c:2420: if (room_affected_by_spell(ch->in_room, ATYPE_SILENCE_OF_DEATH)) { vampire.c:2421: affect_from_room(ch->in_room, ATYPE_SILENCE_OF_DEATH); vampire.c:2438: affect_to_room(ch->in_room, af); vampire.c:2627: else if (!(weapon = get_obj_in_list_vis(ch, arg, ch->carrying))) vampire.c:2675: else if (!(container = get_obj_in_list_vis(ch, buf1, ch->carrying))) vampire.c:2892: for (victim = world[ch->in_room].people; victim; victim = next_victim) { vampire.c:3429: else if (!(obj = get_obj_in_list_vis(ch, arg, ch->carrying)) && !(obj = get_obj_in_list_vis(ch, arg, world[ch->in_room].contents)) && !(victim = get_char_vis(ch, arg, FIND_CHAR_ROOM)) && ((i = parse_direction(arg)) == NOWHERE || !(dir = TRUE))) vampire.c:3453: else if (dir && ((room = real_shift(ch->in_room, shift_dir[i][0], shift_dir[i][1])) == NOWHERE || !BUILDING_CAN_BURN(room))) vampire.c:3609: else if (IS_VAMPIRE(ch) && weather_info.sunlight != SUN_DARK && !ROOM_AFF_FLAGGED(ch->in_room, ROOM_AFF_DARK) && !override) vampire.c:3611: else if (GET_DISC(ch, DISC_PROTEAN) >= 8 && (SECT(ch->in_room) == SECT_BUILDING || SECT(ch->in_room) == SECT_MULTI || SECT(ch->in_room) == SECT_MONUMENT_CLOSED)) weather.c:362: if (IS_LIGHT(ch->in_room))